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FIFA World Cup Game Studio Cuts 85% of Staff After Launch

  • 05 Aug 2026
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Refactor Games has reportedly dismissed approximately 85% of its workforce only two months after launching FIFA World Cup Launch Edition through Netflix.

Studio cofounder Nathan Burba confirmed the large reduction in staff, while separate reporting estimated that around 80 employees were affected. The cuts followed a decision by co-owner Delphi Interactive to withdraw financial support after the game’s June release.

Employees were reportedly informed about the layoffs on July 31. According to the available information, those affected did not receive severance payments, although their final working day coincided with a regular payday.

The layoffs are notable because Netflix management recently described FIFA World Cup Launch Edition as one of the company’s most successful cloud gaming releases for televisions.

The officially licensed game allows up to four people to play through a television or computer. It includes all 48 participating national teams, 1,238 players, and 16 stadiums connected to the tournament.

Despite Netflix’s positive assessment, the game received weak critical reviews. Some coverage described it as an unfinished companion product that failed to make full use of the World Cup license.

Netflix did not publish detailed player counts, engagement figures, or revenue data when discussing the game’s performance. As a result, it remains unclear which metrics were used to classify the release as a success.

The company also highlighted horror title Unhinged as another strong cloud gaming launch. Both games were cited during Netflix’s latest earnings presentation as examples of progress in its television gaming strategy.

Netflix continues to view games as a long-term growth opportunity despite several setbacks and changes to its development plans. The company recently stated that engagement with parts of its gaming business had increased significantly, while also acknowledging that the initiative remains at an early stage.

The situation at Refactor Games illustrates the gap that can exist between platform-level performance claims and the financial reality faced by individual developers. Even a release publicly described as successful may not generate enough stability to protect the team responsible for creating it.