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The Callisto Protocol Studio Striking Distance Hit With More Layoffs :"most of the devs were laid off"




striking-distance-studios-new-game-1456x819.jpg

Striking Distance, the studio behind The Callisto Protocol, has unfortunately been struck with more layoffs, as confirmed by parent company Krafton. The information began surfacing online earlier today, with former Director of Concept Art Jesse Lee writing a post on Linkedin, saying "most of the devs were laid off."

It was then confirmed later in the day by Krafton, where they gave a statement to PC Gamer about what had happened. Krafton has declined to put a number on the amount of layoffs that had been made but said that they were done to keep the team "agile."

"Striking Distance Studios has reduced the size of its team to remain agile, which creates a sustainable environment for the studio at its current stage of development. The studio remains operational, and these changes will not impact any planned ongoing support. No further changes are planned at this time," said a representative.

Unfortunately, this is not the first round of layoffs that Striking Distance has experienced. Layoffs took place in August 2023, where 32 people lost their jobs. The Callisto Protocol was a mixed bag out of the gate, with a lot of people having issues with stuttering, especially on PC. The game had some pretty high-end demands. However, the game was a significantly smoother experience on a console. Kai Tatsumoto reviewed the game two years ago and gave it a 7.2.

With the failure of The Callisto Protocol, Glen Schofield left Striking Distance in September 2023, which was just over a month after layoffs took place.

Striking Distance then made a top-down shooter after The Callisto Protocol, but that game also failed, with an all-time peak concurrent player count on Steam of 169. Considering how much money went into developing The Callisto Protocol, with the game costing over $160 million to make and then not performing as well as they had hoped, this was devastating news for the company.

There is now news that the company is reportedly working on a new title that is being developed in Unreal Engine 5. Lead Gameplay Programmer of Striking Distance has on his LinkedIn profile that he is "leading a team of 12 gameplay engineers" to make this upcoming title.

 

Hugare

Member
Who knew Callisto would be the world's first AAAA game!

Right off the bat, you can tell the company was amped up on ego. Destined to fail on day one.

WCCFthecallistoprotocol6-740x405.jpg
Well, it looked AAAA in ways that few third party titles look these days. Like the best a Sony 1st party has to offer. Wukong comes to mind, but thats it.

So if they've mentioned AAAA in terms of production values, I would say they've nailed it.
 

phant0m

Member
Another victim of the oversaturated singleplayer market. If your game isn't among the best, it will flop.
Too much to play, games are too long to finish or demand continuous engagement.

They should also be starting at $90 just to keep up with inflation; the "$60 standard" started with PS360 gen in late 2005. (there was also a time in the early 90s where SNES/Genesis games were asking 60 or 70, but there was a lot of variation in price then and no set "standard")

Of course, gamers would revolt at a $90 standard so it seems like the "compromise" going on right now is leaving the starting price at $70 and tacking on early access/OST/art/season passes in the "Digital Deluxe" version that's usually $80 or $90. Gamers love to buy that shit too, despite what GAF and reddit might have you believe. PS Store preorders almost always have the deluxe version ahead of standard in popularity. The #3 preorder in the US right now is the $130 version of WWE 2K25.
 
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ProtoByte

Weeb Underling
Who knew Callisto would be the world's first AAAA game!

Right off the bat, you can tell the company was amped up on ego. Destined to fail on day one.

WCCFthecallistoprotocol6-740x405.jpg
Yep. Feel somewhat bad for Glenn Schofield, but he and all the other "star talents" in the industry need to get this idea of striking out from beyond the grip of a major publisher and retaining pedigree out of their heads. It never works out.

I mean, there was a 3 year span where there was a new one popping up every week.

SlimySnake SlimySnake what are those ex-Battlefield devs supposed to be doing again?
 

Danjin44

The nicest person on this forum
I think biggest issue with Callisto Protocol was trying too hard to be similar to Dead Space....especially the fact it came out very close to Dead Space remake.
 
I think Callisto Protocol was great. It's just that the combat is not what people wanted. Also, a Dead Space remake being as great as it was killed any interest in this one.
 
Closing a new AAA studio after shipping only one game is crazy, imo
I think, honestly, the crazier thing is even being a AAA studio that hasn't released a few high performing games yet. I know these guys weren't novices, but dumping so much money into your studio's first release ever is pretty dumb. That's a lot of eggs in one basket.
 

consoul

Member
Callisto callosto.

It genuinely was a good game, but the business is about bottom line, not quality.
 
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I think Callisto Protocol was great. It's just that the combat is not what people wanted. Also, a Dead Space remake being as great as it was killed any interest in this one.
The Callisto Protocol was very obviously rushed out to beat Dead Space (2023) to market. This was a huge mistake on the part of the publisher. The game just wasn't quite ready for primetime. It launched with many issues and blunted its impact by stumbling out of the gate at launch. When the remake of Dead Space launched a month later, it was clearly the superior game and made TCP rather irrelevant overnight.
 

Panajev2001a

GAF's Pleasant Genius
Well, it looked AAAA in ways that few third party titles look these days. Like the best a Sony 1st party has to offer. Wukong comes to mind, but thats it.

So if they've mentioned AAAA in terms of production values, I would say they've nailed it.
Most of the budget clearly went into a high quality game, this is not like Rings of Power (TV) where you are constantly thinking where did they spend and how did they spend so much money per episode?
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
Damn.
Sucks.


Hate seeing single player studios close.
I play few MP games and dont much care for new GaaS IPs but what really got me into gaming is singleplayer games, so seeing less and less single player focused studios sucks.
 

YeulEmeralda

Linux User
Too much to play, games are too long to finish or demand continuous engagement.

They should also be starting at $90 just to keep up with inflation; the "$60 standard" started with PS360 gen in late 2005. (there was also a time in the early 90s where SNES/Genesis games were asking 60 or 70, but there was a lot of variation in price then and no set "standard")

Of course, gamers would revolt at a $90 standard so it seems like the "compromise" going on right now is leaving the starting price at $70 and tacking on early access/OST/art/season passes in the "Digital Deluxe" version that's usually $80 or $90. Gamers love to buy that shit too, despite what GAF and reddit might have you believe. PS Store preorders almost always have the deluxe version ahead of standard in popularity. The #3 preorder in the US right now is the $130 version of WWE 2K25.
Single player games don't age. It doesn't matter if you play them day one or wait 3 years.
Something PC gamers figured out with their huge backlog and Steam sales.
 

BbMajor7th

Member
Classic pride-before-a-fall stuff. Hubris has done a hell of a number on this industry. See also Cliff 'my next billion-dollar franchise' Blezinski and every dev who looks the audience dead in the eye and says 'if you don't like it, don't play it'.
 
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