Full Breakdown
Luna Abyss Development Team Laid Off One Month After Release
6/17/2026, 12:48:01 PM
Core Event: Complete Redundancy of Kwalee Labs’ Nine-Person Team
On June 16 2026, Kwalee Labs announced that the entire development team for the newly launched shooter Luna Abyss had been made redundant. The decision was described by CEO Hollie Emery as “completely outside of our control.” All nine employees, who had spent seven years developing the title, are now seeking new employment.
Development History and Release Timeline
- 2019 – Development of Luna Abyss began under Kwalee Labs.
- May 21 2026 – The game launched on PlayStation 5, Xbox Series X|S, and PC.
- June 16 2026 – The full development staff was laid off.
Key Figures & Groups
- Hollie Emery – Chief Executive Officer of Kwalee Labs, the public voice for the layoffs.
- Kwalee Labs – The nine-person studio responsible for Luna Abyss, operating as a subsidiary of the Kwalee Group.
- Media outlets – Game Informer and IGN provided early coverage and post-launch analysis.
Data & Statistics
- Metacritic score: 81 (critical consensus).
- Steam peak: 317 concurrent players, indicating limited commercial traction.
- Price point: $29.99 across all platforms.
- Team size: Nine developers, all laid off.
- Development duration: Seven years (2019-2026).
Why It Matters / Impact
The abrupt termination of a small, award-winning team highlights the volatility of mid-size studios that rely on critical acclaim without a corresponding sales surge. The event occurs amid a broader wave of industry layoffs, including upcoming reductions at Bungie and potential studio closures at Microsoft-affiliated developers. The situation raises questions about the sustainability of niche, high-budget projects in a market dominated by large publishers.
Official Statements & Responses
In a LinkedIn post, CEO Hollie Emery expressed gratitude for industry and media support, calling the launch “the highlight of our careers” and emphasizing pride in seeing Luna Abyss released. The statement also noted that the redundancies were beyond the company’s control, without providing specific financial or strategic reasons.
Criticism & Opposition
Commentators have pointed to the modest Steam concurrency as evidence that the game failed to capture a sizable audience despite strong reviews. The timing of the layoffs fuels criticism of business models that invest heavily in long-term development without securing guaranteed revenue streams.
Conflicting Reports & Gaps
All sources agree on the layoff date, team size, and Metacritic score. However, no source disclosed detailed sales figures or the exact financial pressures prompting the redundancies, leaving the commercial rationale ambiguous.
Verbatim Quotes
- “completely outside of our control.” — Hollie Emery, CEO, Kwalee Labs
- “We're enamoured by the love and support it received both by our industry and critically by journalists and media. Whilst we faced many challenges along the way, it has been the highlight of our careers - and we are incredibly proud that [Luna Abyss] has finally seen the light of day (thank you to everyone who believed in us!),” — Hollie Emery, CEO, Kwalee Labs
- “Game Informer editor-in-chief Matt Miller endorsed the game in a recent impressions piece, writing, "While it shares much in common with the recently released Saros, including cosmic horror elements and bullet hell dodging of multi-hued attacks, Luna Abyss has a lot to recommend a playthrough all on its own.” — Matt Miller, Editor-in-Chief, Game Informer
- “The decision was made despite piles of critical praise for Luna Abyss (the game holds an 81 on Metacritic).” — Cade Onder, IGN News Freelancer
What’s Next
Luna Abyss remains available for purchase, but with the development team dissolved, future updates or post-launch support are uncertain. Industry observers will watch how Kwalee Labs reallocates resources and whether similar projects face comparable risks in the current market climate.
