Highguard's Cautionary Tale: How a Veteran-Led Shooter Crashed After Launch

LoVeRSaMa
LoVeRSaMa
February 27, 2026 at 12:05 AM · 5 min read
Highguard's Cautionary Tale: How a Veteran-Led Shooter Crashed After Launch

The Veteran's Gambit: Building in Secret

Wildlight Entertainment was born from proven success. Formed by developers who had helped shepherd Apex Legends to global phenomenon status, the studio embarked on an ambitious project shrouded in secrecy. With significant financial backing from Tencent's TiMi Studio Group, the team operated away from the public eye, free from the pressures of community feedback and market speculation.

The game’s vision was ambitious and evolved significantly during development. It began as a survival-focused shooter before the team pivoted to a novel "raid shooter" concept. The final design settled on a competitive 3v3 format where teams would loot resources and engage in tense, objective-based combat. Internally, morale was sky-high. Developers genuinely believed they were onto something special, having captured that elusive creative spark. This insulated confidence, however, would become a double-edged sword, blinding the team to potential pitfalls that only external eyes could see.

The Veteran's Gambit: Building in Secret
The Veteran's Gambit: Building in Secret

A Reveal Gone Wrong and the "Shadow Drop" That Wasn't

The original launch strategy was a page taken directly from Respawn's playbook: a "shadow-drop" surprise release. The idea was to generate explosive, organic word-of-mouth by revealing and launching the game simultaneously, just as Apex Legends had done to spectacular effect in 2019. This plan required minimal pre-launch promotion and, critically, no external playtesting.

This strategy was abandoned. Instead, Highguard was unveiled to the world with a trailer at The Game Awards in 2025. The reception was immediately and brutally negative. Viewers criticized the art style, the premise, and the perceived lack of originality. The impact was devastating internally. A former developer revealed the team felt they were "turned into a joke from minute one." Studio leadership, reportedly, encouraged employees to stay silent publicly rather than engage with the burgeoning criticism.

This moment exposed the critical flaw in their secretive development: the lack of external playtesting. The game's potential complexity and niche appeal—issues that might have been identified and addressed with controlled, pre-launch feedback—were instead first encountered by a massive, skeptical public audience. The reveal didn't build hype; it cemented a negative first impression that the game would never escape.

Launch, Freefall, and the Funding Cliff

Highguard launched as a free-to-play title on January 26, 2025. Leveraging its novelty and the pedigree of its developers, it attracted a strong initial crowd, peaking at nearly 100,000 concurrent players. The fall from that peak was precipitous. Within weeks, concurrent player numbers plummeted to fewer than 400, stabilizing at a meager couple of thousand.

Critical reception was lukewarm; PC Gamer's 65% review score encapsulated the feeling of a game with interesting ideas buried under significant problems. Player feedback at launch pointed to core issues with pacing and balance in the 3v3 mode, alongside a progression system that failed to retain engagement. These were precisely the kinds of systemic issues that external playtesting could have surfaced and addressed before a global launch.

The financial reality of a live-service game is unforgiving: without a consistent player base, in-game purchases dry up. For Highguard, the funding model met this reality head-on. Just 16 days post-launch, on February 11, Wildlight Entertainment conducted mass layoffs, reducing the team from about 100 employees to fewer than 20. Former staff expressed surprise, believing Tencent's funding would support several months of post-launch updates to salvage the project. The widespread speculation is clear: the financial backing was likely tied to specific launch performance metrics that Highguard catastrophically failed to meet. The funding cliff had arrived.

A Reveal Gone Wrong and the
A Reveal Gone Wrong and the "Shadow Drop" That Wasn't

The Aftermath: Scrambling to Survive

The remaining skeleton crew was left in a dire position. In a bid to address one of the most common player complaints—that standard matches were too slow—the team quickly developed and released a new 5v5 "Raid Rush" mode. This mode was later made permanent, though its rushed introduction even required temporarily disabling the core 3v3 experience, a move that further frustrated the game's dwindling faithful.

The symbolic struggles were as telling as the practical ones. The game's official website was taken down, with a developer stating its maintenance was a "low priority" due to the "reputational damage already done." For a live-service title, this is a significant retreat from public-facing operations. The game remains technically alive, but without a sustainable player base to monetize, its long-term financial viability is gravely threatened.

In the wake of the collapse, laid-off tech artist Josh Sobel published a revealing post-mortem. He cited not just the game's design, but a toxic reception culture, describing immediate personal harassment and a pre-launch discourse already primed for the game's failure. This negativity, he argued, became a self-fulfilling prophecy, actively contributing to the poor reception and player abandonment.

A Broader Pattern? Highguard in Context

Is Highguard a unique disaster, or a symptom of a broader malaise? When placed in context, its story feels familiar. Its post-launch player counts, while abysmal, are not entirely out of step with other niche shooters like Straftat or Echo Point Nova. It also joins a long, sobering list of veteran-led shooter projects that failed to capture a mass audience, from Cliff Bleszinski's LawBreakers to the repeatedly delayed XDefiant.

This context frames Josh Sobel's most poignant concern: a culture that often seems to delight in the failure of new multiplayer games. When every new entrant is instantly measured against genre titans like Call of Duty, VALORANT, or Apex Legends, and its failure is met with mockery rather than analysis, it creates a chilling effect. Why would publishers greenlight risky, innovative multiplayer concepts when the market response is so brutally unforgiving and the financial models so ruthlessly metric-driven?

The saga of Highguard synthesizes several harsh lessons for the industry. Ultimately, its failure was a perfect storm: a team insulated from feedback created a niche product, introduced it to a skeptical and often hostile audience, and was immediately abandoned by a metrics-driven financial model when it failed to go viral. It highlights the profound danger of a mismatch between secretive, confident development and the unpredictable realities of market reception. It exposes the peril of relying on a surprise launch tactic without first building any community goodwill or resilience.

Highguard may have been a unique combination of missteps, but the environment that allowed it to crash so completely—a hyper-competitive, audience-saturated, and often cynical marketplace—is here to stay. Its short, turbulent life serves as a stark warning to any studio betting on lightning striking the same place twice.

Tags: Highguard, Wildlight Entertainment, Game Development, Live Service Games, Video Game Industry

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