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Luna Abyss Dev Team Laid Off Just One Month After Launch

The nine-person team behind Luna Abyss has been let go by Kwalee Labs just weeks after launch, despite strong critical reception and seven years in development.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

•

Updated Jun 17, 2026

Luna Abyss on Steam

"The decision to make the development team redundant was completely outside of their control." That's how Hollie Emery, CEO of Kwalee Labs, framed the news that hit the gaming industry this week: the entire development team behind Luna Abyss has been laid off, roughly one month after the game launched.

Nine people. Seven years of work. All of it ended in a LinkedIn post.

A game critics liked but players didn't find

Here's the thing that makes this story sting: Luna Abyss wasn't a bad game. The bullet-hell FPS set in a grimdark space prison drew genuine critical praise after its May 21 release, holding an 81 on Metacritic at the time of the layoffs. Previews going back to 2023 flagged it as a genuinely interesting project, and coverage ahead of launch praised its difficulty and slick movement-first combat.

The commercial numbers told a different story. Luna Abyss peaked at just 317 concurrent players on Steam, a figure that makes the business case for continued support nearly impossible to justify. At $29.99 on PC, Xbox Series X|S, and PS5, the game simply didn't reach enough people.

Development on Luna Abyss started back in 2019. Spending seven years building something, watching it launch to warm critical reception, and then getting laid off 30 days later is the kind of outcome that doesn't get easier to process with industry context.

The broader wave hitting studios right now

important
The Luna Abyss layoffs are part of a wider pattern of studio closures and team reductions hitting the industry this summer. Bungie is reportedly facing "significant" cuts as Destiny 2 winds down, and multiple Xbox studios including Ninja Theory, Compulsion Games, and Double Fine are reportedly negotiating for independence under threat of closure.

What makes the Kwalee Labs situation particularly blunt is the timeline. Most studios that shut down post-launch at least have months of post-release data to point to. One month is barely enough time for word-of-mouth to build, let alone for a small game to find its audience through discounts or platform features.

Emery's framing, that the decision was out of her hands, points to pressure coming from above the studio level. Kwalee Labs operates under the broader Kwalee publishing umbrella, and the commercial underperformance appears to have triggered a swift response from that direction.

What happens to the game and the team

Luna Abyss remains available to buy across all three platforms. The game isn't being pulled, so anyone who picks it up now will still get the full experience the team spent years building. If you want to actually get the most out of it, the Luna Abyss weapons tier list and combat guide breaks down the best loadouts and stagger mechanics worth knowing before you start.

The nine developers are now looking for new roles. No studio has announced plans to acquire the team, and no follow-up project has been mentioned. For a group that spent the better part of a decade on a single game, that's a significant reset.

The key here is that Luna Abyss's situation reflects a problem that goes beyond one studio's commercial miss. Small teams making mid-sized games at $29.99 price points are operating in a market where visibility is brutally hard to buy and even harder to earn organically. Critical praise doesn't automatically translate to sales, and when it doesn't, the math moves fast.

For players who want to support what the team built, the game is still there. The complete Luna Abyss trophy guide covering all 45 achievements is a good place to start if you're planning to go deep on it.

Eliza Crichton-Stuart author avatar

Eliza Crichton-Stuart

Head of Operations

Announcements

updated

June 17th 2026

posted

June 17th 2026

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