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Bethesda Pivots to a Franchise-First Model as Xbox Cuts 3,200 Jobs, Betting Everything on The Elder Scrolls and Fallout

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A collage featuring a character from the game 'Doom Eternal' in a fiery landscape, a warrior from 'Skyrim' in a dark, smoky setting, and the Vault Boy mascot from the 'Fallout' series giving a thumbs-up.

After weeks of rumors and speculation, Xbox has confirmed today that it is cutting 3,200 jobs, with some of its first-party studios under the Microsoft umbrella either getting sold or returning to independence. In the accompanying note from Xbox CEO Asha Sharma, there is no mention of anything specific regarding ZeniMax Media, Bethesda's parent company, but according to reliable journalist Jason Schreier of Bloomberg, the creator of The Elder Scrolls series is being affected by this restructuring to focus on its key franchises. "ZeniMax, as I mentioned, is going to be impacted pretty significantly. They're going to be restructured to a franchise first model. […]

Read full article at https://wccftech.com/bethesda-pivots-to-a-franchise-first-model-as-xbox-cuts-3200-jobs-betting-everything-on-the-elder-scrolls-and-fallout/



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Xbox To Lay Off 3,200 Workers, And Five Studios Will Leave The Brand

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The industry has been bracing for large-scale Xbox layoffs in the wake of a new administration running the brand. Today, those layoffs have arrived,

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Deep Rock Galactic: Rogue Core Interview – Timer Mechanics, Roguelite Structure, Lore, And More

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Deep Rock Galactic: Rogue Core is an entirely new take on the Deep Rock Galactic formula, offering players more challenging missions while still retaining much of the original’s sense of personality and world building. Ghost Ship Games’ marketing manager Aaron Hathaway was kind enough to answer many of our questions about Rogue Core, which range from future content plans, to lessons learned that can then be applied to Deep Rock Galactic itself.

Now that Deep Rock Galactic: Rogue Core is out in Early Access, what has surprised you most about how players are approaching its roguelite structure?

One of the biggest surprises after launch has been how many people came in wanting and expecting Rogue Core to play exactly like Deep Rock Galactic. This wasn’t a sentiment we saw so much during the Closed Alpha, so it really did come as a jolt when we launched. Since then, it’s been a big challenge for us to see how we can meet those players where they’re at, while not compromising on our own vision and wish for the game. Update 1 was part of that process, but we’ll get more into that down below.

We were also surprised to see how many people didn’t want to play with the timer, or found the presence of a timer too oppressive. When we ran the Closed Alpha, we saw enough discussions that we knew it would be a divisive game mechanic, same as the shared upgrade negotiations. But we decided to go with it anyway, because we saw that most of the problems felt like theorized problems, rather than actual frustrations people experienced for themselves during gameplay. We knew these features wouldn’t be for everyone, but that’s part of making a new game. We’ve just got to try our best to find the right balance.

Deep Rock Galactic Rogue Core

"One of the biggest surprises after launch has been how many people came in wanting and expecting Rogue Core to play exactly like Deep Rock Galactic. "

Rogue Core is a very different kind of game from Deep Rock Galactic. How has that changed the way you think about future content, updates, and balancing?

In terms of content and updates, we’ve never been long-term planners. We develop this on a rolling basis, based off what we think is most exciting, important and interesting, and of course what we’re hearing from our players. We probably won’t do a ‘seasons’ model like with Deep Rock Galactic, as I think it’s more realistic for us to deliver smaller updates on reasonable intervals.

Another thing to keep in mind is that Rogue Core is in Early Access, while DRG is a fully released game that’s been getting more content updates for over half a decade. With DRG, our choice to do seasons only came after our 1.0 launch, once we saw how people played and responded to it. Back when DRG was in Early Access, its update pacing was pretty similar to where Rogue Core is now.

As far as balancing goes, our intent is to always have Rogue Core be a more challenging, intense experience compared to Deep Rock Galactic. So any future balances (as well as future content and updates) will be committed to that, to help support this faster-paced game experience. We think that’s a key part of maintaining Rogue Core’s own identity as a standalone title.

How does Rogue Core fit into the broader narrative and setting of the Deep Rock Galactic universe?

Rogue Core takes place at the same time as the events of Deep Rock Galactic. The DRG Corporation has dug deeper into Hoxxes in pursuit of the newly-discovered wunder-mineral Expenite — and these new excavations seem to have triggered some planetary calamity. There’s been a massive energy wave, akin to an enormous EMP blast, that has shut down all these Expenite facilities and cut them off from the outside world. In other words, the core of the planet has… gone rogue. And the Company can’t meet quotas if these mines are offline, so we need to take them back.

In Rogue Core, you play as the Reclaimers, who are a sort of in-house paramilitary security force employed by Deep Rock Galactic. They’ve got their own traditions and culture, separate from the mining crews of DRG, and of course they’ve got access to a fancier range of tech and gadgetry. But they’re still dwarves, so at the end of the day you’re still Rocking and Stoning, honoring Karl, and returning home for three dozen beers after a mission.

The Reclaimers already offer a range of different playstyles. Based on early feedback, what kinds of future additions to the roster are you most interested in exploring?

I don’t think we’re ready to share anything on this right now! We’ve got ideas, but nothing that’s taken shape to the point where we’d want to tease it. Sorry.

Deep Rock Galactic Rogue Core_02

"In Rogue Core, you play as the Reclaimers, who are a sort of in-house paramilitary security force employed by Deep Rock Galactic."

Has working on Rogue Core given you any new ideas for mechanics, systems, or content that could eventually influence Deep Rock Galactic itself?

We get asked this a lot. A big reason we chose to develop Rogue Core as a standalone title is because it gave us the creative freedom to explore new game mechanics and systems that weren’t constrained by the frameworks we’d set up with DRG. Porting all sorts of stuff from Rogue Core into DRG is a fun idea in theory, but in practice, we feel that it’d just end up diluting both games’ identities. We don’t wanna end up in a place where we’ve got a standalone game that doesn’t feel different from the title it came from.

We’d rather see Deep Rock Galactic get more original content that’s exclusive to that game, its world, and its mechanics and systems. Realistically, any influence from Rogue Core on DRG would likely be more on the level of QoL features or easter eggs.

What has early player feedback focused on the most so far, and has any of it already changed your priorities for future updates?

Early in June we released our big Update 1, which was in large part a response to the early player feedback we got right after launch. We changed up our whole Early Access roadmap so we could prioritize fixes and additions that addressed what players were asking for.

We focused on fixing frustrations, which were centered on the “big three” of the shared upgrades process, the mission timer, and ammo shortages. We locked in these past couple of weeks to come up with some ways to address these issues, and then get it all implemented. These features are pretty central to our vision of the game, so we didn’t want to scrap them entirely — but I think we found ways to adjust them that keep the benefits of these mechanics, while also tightening them up and accommodating different preferences for how to play the game.

It’s been really awesome to see the feedback on Update 1 so far, especially regarding these issues. People seem very happy, and our impression is that we’ve pretty successfully fixed the major sources of negative feedback, while still staying true to what we want Rogue Core to be. I think we’ve struck a happy medium here.

On top of those feedback points, Update 1 also introduced a ton of new stuff, which I’ll get into right down below. I think the game’s already much stronger than it was just a few weeks ago, which is a great feeling. Player feedback helped us figure out what needed fixing the most, and what new stuff we could add that would be most fun and most engaging. I think we’re on the right track here, and I’m already excited for the next big update.

Deep Rock Galactic Rogue Core_03

"It’s been really awesome to see the feedback on Update 1 so far, especially regarding [timer] issues."

With Early Access potentially lasting a long time, how much larger do you expect Rogue Core to become by the time it reaches 1.0?

We’ve got a really big to-do list on the road to 1.0. More enemies, more side objectives during missions, new bosses, more weapons and weapon upgrades, more player upgrades, more variety in cave biomes and the cave generation system, more cosmetics, more options for timing and difficulty, stuff like that. We’ll also be working to polish and develop the Gauntlet challenge mode, which is Rogue Core’s answer to Deep Dives. It’s currently in the game as a very rough draft, but we intend to sharpen that experience up a lot too.

It’s probably easiest to direct you to our Early Access Road Map for more details. This isn’t the exclusive or exhaustive list of stuff we’ll do before 1.0, but it’s a good place to start.

The run timer has been one of Rogue Core’s more distinctive systems. What are some ways you are exploring to let players influence, extend, or push back against that timer?

With Update 1 we introduced a new mechanic called ‘Assault Pace,’ which essentially allows you to choose the tempo of your mission. You select your pace on the same screen you choose a mission. It’s got three paces: Cautious (which is a slower, more forgiving tempo), Standard (which is the current, unaltered pace) and Reckless (which is even faster and more high-pressure). Mission rewards are adjusted accordingly to your selected tempo too.

Later down the line, there’s a possibility that we explore other mechanics related to the timer, like a “time extension” side objective or something. Who knows. We’re not looking at it right now, though. We’ll wait to see what players think of this new Assault Pace mechanic, and work on other stuff in the meantime.

Are you looking at adding more layers of meta progression over time, and how careful do you have to be to keep progression meaningful without weakening the roguelite tension?

Yes. The systems in place now are what we think is the bare minimum needed, and we’ll add more as the game evolves. Part of Update 1 was polishing up the existing metaprogression system, like making it easier to stack and swap out the Enhancement Chips you can use to boost your starting stats. We’ll see what future additions to this system look like — as you say, we don’t want the meta progression to make the roguelike aspect redundant.

deep rock galactic rogue core

"I don’t expect there would be any major changes between a console and PC version."

Since Rogue Core is currently focused on Steam Early Access, what are your current priorities for PC optimization, performance, and Steam Deck compatibility?

Optimization is an ongoing process for us. We’re always open for new ways to make what we’ve got run better — and often, new content means new challenges for optimization. Steam Deck compatibility is also on the to-do list, but it’s hard to say exactly when or how that’ll take shape.

Deep Rock Galactic has a strong console audience. How are you thinking about a potential console version of Rogue Core down the line, and what would need to happen before that becomes a focus?

We’d like it to happen at some point, but we can’t commit to it right this minute. Our full focus is on getting the game to a great place for the 1.0 version, and taking on a console port project would divert a ton of resources away from that goal. Having done it before, we’re more aware of just how much technical nitpicking and certification processes are involved — it can be a demanding and tedious process. So it’s something that we’ll first have the bandwidth for once Rogue Core hits 1.0.

If Rogue Core eventually comes to consoles, would you want the experience to be fully in line with the PC version, or are there platform-specific changes you would consider?

I don’t expect there would be any major changes between a console and PC version. With Deep Rock Galactic we try to keep the game experience the same across platforms, so nobody feels like they’re missing out. Early Access and modding are the two big exceptions here, as these are a lot trickier to do on consoles. But if Rogue Core ever came to console we’d likely follow the same playbook as with DRG, which is to say same updates, same features and mechanics, same events, all that.

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The Best New Movie Of 2026 Has A 95% Rotten Tomatoes Score

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There's a new movie out that has one of the highest Rotten Tomatoes scores of 2026, earning praise from both critics and fans.

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Compulsion Games is returning to independent management amid sweeping Xbox reorganization: 'Our immediate priority is to support our team'

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Today, Xbox announced what it calls "the most significant restructure in Xbox history": Part of a larger downsizing at Microsoft that's putting 4,800 employees out of work, the reorganization will eliminate 1,600 Xbox roles today, with the division aiming to reduce its headcount by 3,200 throughout the 2027 financial year.

Alongside the layoffs, four game development studios are leaving Microsoft ownership for new management, including South of Midnight and We Happy Few developer Compulsion Games. Previously reported as facing imminent closure, the award-winning Montreal-based developer is instead returning to independent studio status and maintaining ownership of its IP and games catalog.

An important update from Compulsion Games.

— @compulsiongames.bsky.social (@compulsiongames.bsky.social.bsky.social) 2026-07-06T14:59:25.494Z

"Today, we're sharing that Compulsion Games will return to independent management following our time as part of Xbox. As part of this transition, we will retain the rights to Contrast, We Happy Few, and our award-winning South of Midnight," Compulsion Games said in a statement on Bluesky. "We're grateful for the years we spent with Xbox, for the support they provided our team, and for the opportunity to bring these games to players around the world."

While the studio says it's "excited to continue building the distinctive games that define Compulsion," its first steps with its newly-regained independence will be focused on its staff.

"Our immediate priority is to support our team throughout this transition period," Compulsion said.

(Image credit: Compulsion Games)

Last month, reports suggested that Xbox's looming reorganization has placed Compulsion at imminent risk of closure—a suggestion made more credible by Compulsion employees who had posted on LinkedIn and other platforms indicating they were seeking work. The status of those employees, and whether Compulsion can be expected to make further cuts to account for the financial pressures of transitioning to independent management, is currently unclear.

"We are confident in the future of Compulsion Games and look forward to this next chapter where one thing will remain constant: We will create unique games that tell important stories, all with the goal of touching the hearts and minds of our players."

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Xbox's CEO wants its games to cater to 'more than a billion people each day', or 24 times more than the peak population of Steam, which is delusional

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The time has finally come for Xbox's massive reset—in a statement on the official Xbox site today, recently-minted CEO Asha Sharma revealed the fate of several studios. I won't be focusing on them in this article (although you can read the words of my fellow PCG writer Andy Chalk first, if you'd like).

Instead I want to highlight (with the deserved scrutiny of a post announcing the threatened livelihoods of thousands and people) Sharma's closing paragraph, because it's borderline delusional.

"I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027."

A billion, need I remind you, is a thousand million—to give you a sense of scale, a million seconds is 11.5 days. A billion seconds is 31.7 years. A grain of sand is around 0.4mm in diameter. If you made a chain of them, a million grains would get you 0.2 miles, a distance you can walk in about five minutes. A billion grains would get you 248.5 miles, which'd get me, in the UK's south, halfway up to the top of Scotland.

Or, hell—let's talk about videogame subscribers as a metric. World of Warcraft, a videogame Microsoft currently owns, hit a peak of 12 million subscribers during Cataclysm. 12 million players, the absolute highest point of one of the most popular MMORPGs ever created, the literal biggest fish in the genre? That is 1.2% of a billion.

And we're just talking about subscribers, not daily players. Sharma wants a daily playerbase that is the equivalent of 83 World of Warcrafts at their highest peak, all logged in at the same time. Counter-Strike, the most popular game on Steam, had an all-time peak of 1.8 million. She wants 555 Counter-Strikes every day.

Speaking of Steam, the platform hit 41 million concurrent users last year. Sharma wants 24 Steams at their all-time record heights. 24 of them. Even if we're a bit more charitable and assume that, say, Steam hitting a peak of 41 million means 60 million players logged into it on that day. That's still 16 Steams.

It's a quite frankly delusional figure that's nonetheless a perfect encapsulation of the runaway irresponsibility of Microsoft in the past few years. Multiple promising studios shut down, huge acquisitions, rampant AI spending—all of which, you might think, would make the executive class wonder if they were maybe aiming a little too high.

But not Sharma, no no no. We must entertain a billion people each day, she bravely shouts, we must be 24 Steams, and we can be 24 Steams.

And, naturally, we must do so by demanding that fewer people do more work. Sharma says she wants all of this with the same breath in which she announces Xbox will have 3,200 fewer people working for it by 2027.

The quite frankly insulting final paragraph of Sharma's corporate diatribe is an example of the exact plague that's boiling the videogame industry alive. There is no room for humility or self-reflection. Sharma must promise the mathematically impossible to save face, or, I can only assume, violate some arcane dogma and burst into flames. Microsoft's year of shame is getting a sequel.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Jagmas
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