In a rare admission of strategic constraint, Saber Interactive's chief creative officer Tim Willits revealed that the studio has rejected a major intellectual property deal not once, but twice. The franchise in question remains a closely guarded secret, bound by confidentiality, but Willits tantalised observers by describing it as something that "would shock the world" if he could discuss it publicly.
Speaking in an interview with IGN, Willits said:
"If I could tell you the game that I turned down twice, it would shock the world."He elaborated that he was unable to disclose details without risking legal trouble, but characterised the opportunity as
"the coolest IP ever, and I can't make the game because we just have too much going on."
From Pitching to Being Pitched
The situation underscores a remarkable shift in Saber Interactive's standing. The studio, which operates 13 studios worldwide with over 3,500 employees, no longer pursues licensing deals aggressively. Instead, major media companies now approach Saber directly with partnership offers.
Willits noted that the studio's consistent track record with licensed IP has convinced rights holders that Saber can be trusted with their properties.
"They come to us,"he said.
"We've had so much success with our past IPs and our license collaborations that big studios are coming to us."
This shift reflects genuine industry confidence. Saber has shepherded major franchises including Warhammer 40,000: Space Marine 2, which sold over seven million units in its first year; World War Z; Evil Dead: The Game; Hellraiser: Revival; A Quiet Place; Ghostbusters games; and Jurassic Park: Survival. The studio is also developing Star Wars: Knights of the Old Republic Remake and Avatar: The Last Airbender as an open-world RPG.
The Cost of Opportunity
The rejection highlights a genuine tension in the games industry. Saber has become so sought after that it cannot accept every opportunity presented, regardless of how commercially attractive the IP might be. Film and television studios now queue for Saber's attention, which means strategic choices about which projects to pursue are essential.
The unidentified franchise was pitched to Saber twice, according to Willits. Each time, the studio concluded that taking it on would stretch its resources beyond reasonable limits.
Other industry observers have speculated about which IP might have received multiple pitches from Saber but been rejected. Suggestions have ranged from Star Wars (though Saber already holds the KOTOR remake contract) to Lord of the Rings, Alien, or Predator. None have been confirmed.
Recent Victory: John Wick
Saber's latest major announcement, made at Sony's State of Play in February 2026, shows the studio's appetite remains substantial. The studio is developing a AAA John Wick game featuring Keanu Reeves reprising his role, with franchise director Chad Stahelski deeply involved in production. The game is planned for PlayStation 5, Xbox Series X|S, and PC.

The studio's portfolio expansion reflects both ambition and caution. Willits has previously stated that proving oneself through careful stewardship of major IP creates a self-reinforcing cycle: success breeds demand, which demands selectivity about which projects align with the studio's capacity and creative vision.
The mystery of which franchise Saber rejected will likely remain unsolved for years, if Willits' legal constraints hold. Whether the decision proves prescient or regrettable will depend on how those deferred projects ultimately perform without Saber's involvement.