A live-service game’s life cycle can be measured in days now. Highguard, developed by Wildlight Entertainment, lasted just 37 days before its publisher, Tencent, withdrew funding and the studio announced its shutdown. The rapid collapse raises questions about what makes a live-service title sustainable—and whether the model itself is becoming increasingly fragile.

Grenier shared player engagement data that paints a more nuanced picture than the game’s immediate reception suggested. Average session duration was 91 minutes, with players logging in to complete 3.48 matches per session on average. These metrics suggest a level of retention that, while not blockbuster, indicates some level of player investment. However, the platform distribution tells a different story: PlayStation 5 accounted for more than twice the number of players compared to Xbox, with Steam trailing significantly behind.

Key specs

  • Average session duration: 91 minutes
  • Matches per session: 3.48
  • Player base breakdown:
    • PlayStation 5: largest share, more than double Xbox
    • Xbox: second place
    • Steam: smallest slice

The data also highlights a critical tension in live-service development. Player engagement alone does not guarantee financial sustainability. Tencent’s decision to cut funding just weeks after launch signals that the game failed to meet revenue expectations, leading to an immediate death spiral. Without continued investment, the team could no longer sustain operations, leaving Highguard with one final update before its permanent closure on March 12.

Highguard's rapid exit leaves questions about live-service viability

Grenier acknowledged missteps in development but defended the studio’s approach. The team was described as highly critical of the project, always prioritizing player feedback and game quality. Yet, despite this rigorous internal process, the game did not resonate with audiences in the way previous titles had. This disconnect suggests that even with strong technical execution, live-service games must strike a delicate balance between innovation and market demand—a challenge that becomes more pronounced as player expectations evolve.

Industry shift

The failure of Highguard is not an isolated incident but part of a broader trend in the gaming industry. Live-service models, once seen as the future, are now facing increasing scrutiny. Studios and publishers must navigate a landscape where immediate success is non-negotiable; any shortfall in player acquisition or revenue can lead to rapid cancellation. This pressure has led some developers to question whether the live-service model is still viable or if it requires fundamental rethinking.

For small businesses and studios entering this space, Highguard’s story serves as a cautionary tale. The data shows that even a game with decent player engagement can collapse under financial constraints. The lesson? Live-service games need more than just an audience—they need to deliver consistent value, adapt quickly, and secure long-term investment. Without these elements, the model risks becoming unsustainable, leaving studios like Wildlight Entertainment with no choice but to shut down operations entirely.

As Highguard prepares for its final update, the industry watches closely. The question remains: will this be the last of its kind, or can live-service games still find their footing in a rapidly changing market?