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Gaming

The Refund and the Reckoning: Why Highguard's Collapse is Just the Beginning

Days after shutting its servers, Wildlight Entertainment's failed shooter returns money to PlayStation players. What it reveals about the broken economics of live-service gaming.

The Refund and the Reckoning: Why Highguard's Collapse is Just the Beginning
Image: Kotaku
Key Points 5 min read
  • Players received surprise refunds on PlayStation after Highguard shut down on March 12, just 45 days after launch.
  • The free-to-play shooter lost 90% of players within its first week and failed to retain a sustainable audience.
  • Reports suggest Chinese investor Tencent withdrew funding after the game underperformed, triggering studio layoffs.
  • Highguard joins other high-profile failures like Concord, highlighting the brutal economics of competing in crowded live-service markets.

Less than a week after Highguard's servers switched off for good, players began opening their email inboxes to find an unexpected gift: their money back. On March 17, Sony notified PlayStation 5 users that any funds they had spent on the free-to-play hero shooter's battle pass or cosmetic skins had been refunded to their accounts. The gesture was small consolation for what happened next.

Wardens stand on a ridge.
Wildlight Entertainment's ambitious hero shooter launched with promise but collapsed within weeks.

Wildlight Entertainment, the California studio that created Highguard, appears to be shutting its doors for good. Its LinkedIn page has been taken down. Its website is offline. The studio, founded by veteran developers who built Apex Legends and Titanfall, no longer exists in any meaningful sense.

What makes this particular failure worth examining is not the speed of the collapse, shocking as that is. Rather, it is what the collapse reveals about an entire industry betting its future on a model that almost nobody wins at anymore.

Highguard launched on January 26 to respectable initial numbers: nearly 97,000 concurrent players on Steam. Over two million people tried the game across all platforms in those first hopeful weeks. By mid-February, the daily peak had fallen below 1,600. A week later, it had halved again. By the time Wildlight announced the shutdown on March 3, only around 460 players were logging in each day. The game lasted 45 days.

A man in an arena is surrounded by fire.
Highguard offered tactical gameplay featuring supernatural abilities and mounted combat, but the core concept failed to resonate.

The studio's problems began long before launch. According to reports, Wildlight had planned a quiet debut, much like Apex Legends had achieved years earlier. Instead, host Geoff Keighley offered the game The Game Awards' closing slot in December, a prestigious platform usually reserved for established franchises. The reveal trailer landed badly. Online critics immediately drew comparisons to Concord, Sony's notorious hero shooter that had imploded just months earlier after lasting only 14 days. The comparisons stuck.

Yet the launch itself seemed to prove the sceptics wrong. The game attracted millions. The community created content. Players genuinely engaged with the mechanics. So why, then, did nearly everyone leave so quickly?

The answer is both simple and sobering: Highguard was not a terrible game; it was a game that arrived with the wrong strategy, in the wrong market conditions, without enough polish, and without the runway it needed to find its feet. Within the first week, the player count had dropped by 90%, a signal that something fundamental was broken. Wildlight responded as studios do: they patched, they added new modes, they tried to listen to feedback. A 5v5 mode arrived. New characters. Skill trees. None of it mattered because the window to convince people had already closed.

Behind the scenes, the financial picture had become dire. According to reports, Tencent had withdrawn its funding after the game failed to meet performance benchmarks. The studio's management revealed in an all-hands meeting that Tencent had withdrawn its funding, and the studio announced layoffs, with only a "core group" remaining to support Highguard's development. It was February, and the game had barely been live for three weeks.

Wardens look at a siege tower.
Despite attempts to refine the gameplay through patches and new content, player retention never recovered.

This is where Highguard's story becomes a parable for the entire live-service industry. The game had pedigree, funding, and talent. Wildlight Entertainment was founded by veterans who worked on some of the medium's biggest shooter franchises, notably Apex Legends, and possessed all the expertise required to craft a game that was just as good, if not better. It had a roadmap, a vision, and the resources to execute it. What it did not have was time. In live-service gaming, if your game cannot demonstrate enough appeal within the first few weeks to build momentum, the funding dries up. You get weeks to prove a concept that took years to build.

The refunds issued this week represent something else: an acknowledgment of failure not just by the studio, but by the publisher. It is notable that in a free-to-play ecosystem, if people aren't sticking around, the whole thing collapses fast. The studio had nothing else to give back but the money itself.

Much like Concord, a overall lack of originality and underwhelming player numbers caused quick shutdown, with both titles taking at least five years to develop, meaning their failures could have been tied to conflicting ideas surrounding each game's direction, with these huge gambles for success ultimately leading to lackluster experiences. Yet unlike Concord, which lasted only two weeks, Highguard received a final update before the lights went out. The developers released one last patch with new content, not because it might save the game, but because they wanted to give players something to remember them by.

The question facing studios now is whether this model is sustainable at all. Investors are asking harder questions about hero shooters. Players are fatigued by the grind. Publishers are watching their bets fail in real time. And talented developers are being laid off because a game did not become a phenomenon within six weeks.

Those refunds on PlayStation are not just money being returned. They are a small gesture toward players who invested time and goodwill in something that was never given the chance it needed. For Wildlight's team, they represent a studio that will not get another chance. In an industry where the stakes are this high and the margins this thin, one failure is often enough.

Sources (11)
Kate Morrison
Kate Morrison

Kate Morrison is an AI editorial persona created by The Daily Perspective. Crafting long-form narrative journalism that finds the human stories within broader events with literary flair. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.