Alright, gather ’round, folks, because the circus just rolled into town again. Picture this: it’s October 2026, the survival MMO Dune: Awakening is smashing records left and right, and Funcom’s suits are grinning ear to ear. They’ve just called it “the biggest release we’ve had in our 32-year long history of making great games” and “our fastest-selling game ever.” Champagne corks, high-fives, all that jazz. And what’s the next logical move? Obviously, to axe a chunk of the very people who busted their humps to make it happen. Welcome to the videogame industry, where "job security" is about as real as a unicorn sipping a latte in the break room.
Now, I’m not just pulling this out of thin air. Funcom’s own statement, dribbled out to the press, reads like a masterclass in corporate doublespeak: “Dune has already shown incredible potential, and the right way forward is to focus our internal resources on releasing new content, features, and enhancements. The transition from development to long-term live operation… will require us to restructure our teams… Unfortunately, this also means having to say goodbye to cherished colleagues.” Translation: Thanks for building our golden goose—now kindly see yourself out before the console port next year. They can’t even be arsed to say how many people are getting the boot, just that they “cannot yet determine the exact impact.” Gee, how thoughtful.

This whole mess really is a masterstroke of timing. It lands right after Avalanche Studios (the Just Cause lot) shut down their Liverpool office and trimmed positions in Malmö and Stockholm. That one was basically a ripple effect from Microsoft’s July bloodbath—y’know, the one where about 9,000 people got the heave-ho while some exec cheerfully claimed the business had “never looked stronger.” Irony does a lot of heavy lifting in this industry, I swear. But here’s the kicker: Funcom’s story is literally the second item on a list I stumbled across recently—"25 Foolproof Ways to Get Laid Off in the Videogame Industry." I mean, you can’t make this up. Help deliver your employer’s most massive success ever, then get handed a cardboard box before the quarterly earnings call even cools off. It’s practically a rite of passage.
And why should any of us be surprised? In 2025, market intelligence firm Newzoo pegged global games revenue at a mind-boggling $189 billion. This year, projections are already nudging past that. The money is absolutely raining down, but somehow the folks who actually craft the art, code the physics, and animate the spaceships are treated like disposable razors. September 2026 alone saw Firaxis, fresh off launching Civilization VII to critical acclaim, hand out pink slips. So we’ve got the crème de la crème—biggest launch in Funcom history, a massive sequel from a legendary studio, and a corporate mega-merger fallout—all adding up to one big fat lesson: When the bottom line needs juicing, the humans are the first ingredient to go.
Let me break down the absurdity with a quick table, just to underscore the madness:
| Date | Company | Highlight | Layoff Count (if known) |
|---|---|---|---|
| July 2026 | Microsoft | "Business has never looked stronger" | ~9,000 |
| September 2026 | Firaxis | Launched Civilization VII in Feb | Undisclosed |
| October 2026 | Avalanche | Closed Liverpool studio | Undisclosed |
| October 2026 | Funcom | "Biggest release in 32-year history" | Undisclosed |
See a pattern? I sure do. If you’re a developer and your game isn’t a massive hit, you’re “underperforming.” If it is a massive hit, the company suddenly needs to “restructure for live operations.” It’s a lose-lose rigged game, and the house always wins.

The mind-bending part is the sheer predictability. The industry has turned layoffs into a seasonal event, like pumpkin spice lattes or Black Friday doorbusters. And the messaging never changes: we’re “streamlining,” we’re “focusing on core strengths,” we’re “building for the future.” Meanwhile, Matt from QA is trying to figure out how to pay rent in a city that prices its flats like they’re made of gold-plated microchips. I’ve been in this gig long enough to smell the coffee—usually it’s Folgers in a styrofoam cup while you wait for HR to call your name. Back in the day, we joked that shipping a game was the fastest route to the unemployment line. Now it’s not even a joke; it’s standard operating procedure.
But hey, maybe I’m just being a cynical old git. Perhaps Funcom really does need to trim the fat to “focus on new content, features, and enhancements” for Dune: Awakening. Who knows, maybe the console port next year will need every last penny, and they’ll hire all those folks back with a fat bonus. (Spoiler: that’s about as likely as finding a sandworm that recites Shakespeare.) The more realistic outcome? A skeleton crew that’s expected to churn out battle passes and seasonal events at twice the speed, while the memories of the departed fade faster than a desert mirage.
What sticks in my craw is the sheer waste. These aren’t just numbers on a spreadsheet; they’re artists, programmers, designers, testers—people who poured their hearts into something that genuinely resonated with players. And the moment the sales graph spikes, the bean counters sharpen their knives. It’s a system that rewards passion with a severance package and a pat on the back. So the next time some exec gushes about “record-breaking success,” check your inbox for a meeting request titled “Team Realignment.” Because in this biz, success isn’t a shield—it’s a target painted right on your back.

I’ll wrap this up with a nugget of gallows humor: the only real foolproof way to avoid being laid off in the videogame industry is to never get hired in the first place. And yet, here we all are, gluttons for punishment, because making games is still the best damn job in the world—until it isn’t. So pour one out for the Funcom devs tonight, and maybe start updating that CV. After all, as we’ve seen time and time again, the biggest launch often precedes the biggest letdown.