Bold headline: Wildlight Entertainment trims its team just after releasing Highguard, raising questions about the studio’s path forward.
But here’s the twist most readers miss: the layoffs come amid a high-profile debut that aims to redefine competitive PvP, not after years of stagnation. Wildlight, the indie studio behind the new shooter Highguard, confirmed it has let go of several staffers while keeping a core group to continue development and support for the game.
In a brief statement, the company credited the remaining team with strong talent and a product they’re proud of, while also thanking players for trying the game and for those continuing to engage with the community. Wildlight did not disclose how many employees were affected, and representatives declined further comment to Variety.
Wildlight is led by chief executive Dusty Welch and game director Chad Grenier. The roughly 100-person team largely comprises former Respawn veterans who previously worked on Apex Legends at Electronic Arts. The studio, formed during the pandemic, focused all hands on deck on Highguard, a free-to-play PvP raid shooter that launched on January 26 for PC, Xbox Series X/S, and PlayStation 5.
Highguard bills itself as offering a fresh competitive framework that combines siege warfare with territorial control, featuring escalating power dynamics as a match progresses until a single base remains.
From the start, comparisons have surrounded the title: some liken it to Blizzard’s Overwatch, while others recall the now-defunct Sony PlayStation project Concord, which was shut down shortly after launch. Although Highguard debuted with a three-player-per-side team structure, the game quickly added a five-vs-five option in response to fan demand.
Chad Grenier expressed confidence in the product’s uniqueness at a January 22 preview event, noting that the team believes Highguard stands apart in a crowded market. Dusty Welch echoed that sentiment, promising that the studio isn’t folding. He stressed that the team has a track record of building durable franchises and suggested there is roughly a year’s worth of near-complete content ready to engage players over time. Welch also acknowledged the humility inherent in feedback from the community while reaffirming the studio’s commitment to ongoing player engagement.