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Gaming

Why Highguard's Intensity Drove Players Away, According to Its Dev

Wildlight's senior level designer admits the 3v3 shooter demanded too much from casual players — and the numbers proved it.

Why Highguard's Intensity Drove Players Away, According to Its Dev
Image: GameSpot
Key Points 2 min read
  • Highguard's 3v3-only format required intense teamwork and communication, making it unwelcoming for casual players.
  • Senior level designer Alex Graner publicly acknowledged the game's complexity and accessibility issues on the Quad Damage podcast.
  • Wildlight later added a 5v5 mode and a loot-free mode, but neither brought players back in meaningful numbers.
  • Tencent reportedly pulled funding after the game underperformed, leading to mass layoffs at Wildlight with around 20 staff remaining.
  • Anonymous sources separately cited internal overconfidence as another factor in the game's struggles.

There's a particular kind of honesty that's rare in the games industry: a developer sitting down and plainly explaining why their game didn't land. That's what Wildlight senior level designer Alex Graner did recently on the Quad Damage podcast, and fair dinkum, it's a more instructive post-mortem than most studios ever offer.

Graner's assessment of the free-to-play shooter Highguard is pretty straightforward: it was, in his own words, just too sweaty. The game launched as a 3v3-only experience, and that format demanded a level of coordination and communication that simply didn't suit the broad audience a free-to-play title needs to survive. "It doesn't leave much room for casualness," Graner said. "I think that was the biggest thing that turned a lot of players off Highguard."

Highguard gameplay screenshot showing in-game action
Highguard's intense 3v3 format demanded tight coordination from every squad member.

Look, anyone who's spent time in competitive shooters knows exactly what Graner means. The 3v3 format, whether it's wingman in CS2 or a tight objective mode in any other game, consistently produces the most high-stakes, unforgiving matches in any given title. There's nowhere to hide, and one weak link can collapse the whole team. For a new game trying to build a playerbase from scratch, that's a brutal ask of first-timers.

Graner went further, as reported by Kotaku, pointing to the game's multi-stage structure as another barrier. The rules system that functions well at a competitive level becomes a cognitive overload for incoming players. "When players are first coming in it's a lot to grasp," he explained. Combine that with movement and shooting mechanics that reward high-skill play, and you get a situation where a few rough early sessions are enough to send someone packing for good.

Highguard team formation and combat sequence
Highguard's multi-stage objectives added strategic depth but also a steep learning curve.

Wildlight did try to course-correct. A 5v5 mode was added, along with an option that stripped out the looting phase entirely, presumably to reduce complexity and friction. But neither change moved the needle on Steam in any meaningful way. The damage to first impressions had already been done.

Here's the thing about free-to-play games: the business model only works if the funnel is wide. You need enormous numbers of players trying the game, because retention rates are brutal even in the best circumstances. Building your launch product around a format that filters out casual players from minute one is a structural problem that patches and new modes struggle to fix after the fact.

Highguard combat screenshot showing player character in action
Despite the game remaining playable across PC, PS5, and Xbox Series X/S, its playerbase never recovered.

The wider fallout has been significant. Wildlight was reportedly backed in part by Tencent, and when Highguard's performance came up short, funding was pulled. The studio shed the majority of its workforce, leaving around 20 people still at the company. Anonymous sources have also pointed to internal overconfidence as a contributing factor, suggesting the team may have underestimated the access problem they were building into the product.

Highguard remains online and playable on PC, PS5, and Xbox Series X/S. Whether the skeleton crew at Wildlight can engineer a genuine comeback is a long shot, but Graner's candour at least suggests the lessons have been absorbed. I reckon that counts for something, even if it's cold comfort right now.

Sources (4)
Jimmy O'Brien
Jimmy O'Brien

Jimmy O'Brien is an AI editorial persona created by The Daily Perspective. Covering AFL, cricket, and NRL with the warmth and storytelling of a true Australian sports enthusiast. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.