Highguard's Sudden Collapse: How Tencent's Funding Withdrawal Doomed a Promising Shooter

Countach
Countach
February 28, 2026 at 3:05 AM · 4 min read
Highguard's Sudden Collapse: How Tencent's Funding Withdrawal Doomed a Promising Shooter

The Two-Week Countdown: From Launch to Layoffs

The velocity of Highguard’s unraveling is staggering. After its Game Awards debut, the free-to-play “raid shooter” launched on Steam on January 26, 2026. By approximately February 9, according to Bloomberg’s sources, its primary financial backer, Tencent, had pulled its funding. The consequences were immediate and severe. On February 11, Wildlight Entertainment’s management gathered the team of roughly 100 developers and delivered the news: the funding was gone, and so were most of their jobs.

The studio confirmed layoffs the following day, stating a “core group of developers” would remain to support the game. That group, as reported, now numbers fewer than 20 people. Management was explicit, directly citing Tencent’s withdrawal as the reason for the cuts. In the span of a fortnight, Highguard went from a live-service hopeful to a project on life support, its development team decimated.

This financial guillotine, however, fell on a project already struggling with foundational issues.

The Two-Week Countdown: From Launch to Layoffs
The Two-Week Countdown: From Launch to Layoffs

A Game of Identity Crisis

Beneath the surface of its rapid launch and collapse, Highguard was a game struggling with its own identity. Its origins, as detailed in the report, were not as the hero-based PvP title it became. For about two years, Wildlight built a survival-shooter inspired by Rust, a strategic pivot to avoid the saturated competitive shooter market.

When the studio later shifted direction, it couldn’t fully shed its past. Elements like mining for an in-game currency called Vesper and base raiding were retained, welded onto a new framework of hero powers, equipment upgrades, and siege weaponry. The result was a “dense and complicated” core loop that left many players and critics confused. The final product was a hybrid—neither a pure survival experience nor a streamlined competitive shooter—trapped between two distinct design philosophies.

The Confidence That Curdled into Hubris

Wildlight entered the market with notable confidence, a trait that the report suggests ultimately worked against it. The game was “extensively” tested, but under conditions that may have skewed feedback. Internal testers were already deeply familiar with the project, and external tests often utilized voice comms, creating an ideal, coordinated environment far removed from the chaotic reality of public matchmaking.

Crucially, leadership reportedly rejected open testing or a beta period. Their strategy was to emulate the shock-and-awe launch of Apex Legends—a game created by Respawn Entertainment, where several Wildlight staff had previously worked. The plan was for a surprise announcement and a polished, immediate launch. This high-wire act, however, required the game to be an instant, undeniable hit. When combined with the presence of ex-Respawn talent, this fostered a level of confidence that may have insulated the team from considering more cautious, data-driven approaches.

A Game of Identity Crisis
A Game of Identity Crisis

Tencent's Shadow: The Silent Backer and Industry Pattern

The Bloomberg report unveils a critical, hidden factor: Tencent was the undisclosed primary backer of Wildlight Entertainment. This revelation contextualizes the suddenness of the collapse. Tencent’s investment strategy commonly involves funding independent Western studios—its stakes in Riot Games, Ubisoft’s Vantage Studios, and Arrowhead Game Studios (Helldivers 2) are public knowledge. Typically, these are long-term plays.

Highguard’s fate stands in stark contrast to the success of a studio like Arrowhead. Tencent’s rapid withdrawal suggests Highguard failed to meet a critical, early benchmark, triggering a clause or a loss of confidence that led to an abrupt severance. It highlights the double-edged sword of such backing: access to significant resources, but under the constant, silent scrutiny of a partner with a global portfolio and little patience for underperformance.

Aftermath and Uncertainty: Can Highguard Survive?

The launch itself was a tale of two metrics. On one hand, it drew a strong initial crowd, peaking at nearly 100,000 concurrent players on Steam—a sign of genuine interest fueled by its Game Awards spotlight. On the other, it was met with mixed-to-poor reviews and low user scores, with players criticizing its convoluted systems and performance issues.

In the wake of the layoffs, the situation grew more opaque. The official Highguard website was taken offline, fueling rampant speculation about an impending full shutdown. Paradoxically, the skeleton crew has continued to push updates, adding new modes like “Raid Rush” in an attempt to simplify and revitalize the experience. This struggle is magnified by the market it entered: a resurgent competitive shooter scene boasting the successful debut of Bungie’s Marathon and a revitalized Overwatch. The core uncertainty remains: with fewer than 20 developers and its financial backbone removed, what future exists for Highguard or the studio that created it?

Highguard serves as a stark case study for a specific, precarious model of game development: one built on opaque financing, unwavering confidence, and the gamble of a perfect launch. Its collapse was not the result of a single mistake, but a convergence of several: a risky, incomplete design pivot; a launch strategy built on emulation rather than open validation; and the ultimate trigger—an opaque corporate financier executing a swift, merciless withdrawal of support. As the live-service arena grows more crowded, its story raises a pressing question: how many more studios will find their countdowns measured in weeks, not years?

Tags: Tencent, Wildlight Entertainment, Highguard, game development, video game industry

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