Complete Concord Failure Analysis: Gaming’s Biggest Loss March 2026

What happened to Concord and why did it fail so spectacularly? Concord was PlayStation’s $400 million hero shooter that crashed and burned after just 14 days online, becoming gaming’s biggest commercial disaster of 2024 with only 25,000 copies sold.
In this comprehensive analysis, I’ll share everything I’ve learned about Concord’s failure from following this disaster since day one, including the hard lessons Sony learned, what the industry must do differently, and why this failure might actually save gaming from itself.
| Aspect | The Damage | Industry Impact |
|---|---|---|
| Financial Loss | $200-400 million wasted | Live-service reassessment |
| Human Cost | 170 developers laid off | Studio closure fears |
| Service Duration | 14 days online | Launch quality focus |
| Player Peak | 700 concurrent on Steam | Market validation priority |
The Timeline of Gaming’s Most Expensive Failure
When I first heard about Concord back in its announcement phase, I was cautiously optimistic. Sony had acquired Firewalk Studios in April 2023, and the pedigree seemed solid – former Bungie and Activision developers who understood multiplayer gaming. But looking back now in March 2026, the warning signs were everywhere.
The game launched on August 23, 2024, with a $40 price tag in a market dominated by free-to-play titans. Within hours of launch, I watched the Steam player count struggle to break 700 concurrent players. For context, that’s fewer players than indie games I’ve covered that had budgets 1000 times smaller. The PlayStation numbers weren’t much better, though Sony never released official figures.
By September 3, 2024 – just 11 days after launch – Sony announced they were taking Concord offline on September 6. The game lasted exactly 14 days. I’ve been gaming for over two decades, and I’ve never seen a AAA title pulled this quickly. Even Babylon’s Fall, Square Enix’s notorious failure, lasted over a year.
The final blow came on October 29, 2024, when PlayStation co-CEO Hermen Hulst announced: “After much thought, we have determined the best path forward is to permanently sunset the game and close the studio.” Firewalk Studios, acquired less than two years earlier, was gone.
The Numbers That Shocked the Industry
Let me put Concord’s failure into perspective with hard numbers that still make my head spin:
- Development Cost: $200-400 million (various industry estimates)
- Development Time: 8 years
- Sales: Approximately 25,000 copies
- Revenue Generated: ~$1 million
- Loss Ratio: 99.75% of investment lost
- Peak Players: 697 on Steam
- Jobs Lost: 170 developers
To put this in perspective, I’ve covered indie games made by single developers that had higher concurrent player counts on launch day. The financial loss here exceeds most Hollywood movie disasters – and movies don’t require ongoing server costs and live service support.
Why Concord Failed: The Five Fatal Flaws
After analyzing every aspect of Concord’s failure and comparing it to successful titles in my experience covering best multiplayer PS5 games, I’ve identified five critical failures that doomed this project.
1. The Business Model Mismatch
Charging $40 for a hero shooter in 2026 is like trying to sell bottled air next to a free oxygen bar. Every successful hero shooter I’ve played in recent years – Overwatch 2, Apex Legends, Valorant – uses the free-to-play model. Players expect to try before they buy, especially in a genre where the competition is literally free.
Sony seemed to believe their PlayStation brand power could justify the price tag. They were catastrophically wrong. When I can download Apex Legends or cross-platform games like Fortnite for free and have instant access to polished, content-rich experiences with millions of players, why would I pay $40 for an unknown quantity?
2. Eight Years Too Late
Concord began development in 2016, when Overwatch was revolutionizing the hero shooter genre. By the time it launched in 2024, the market had evolved beyond recognition. It’s like showing up to a smartphone convention with a flip phone – technically functional, but hopelessly outdated.
I’ve watched the multiplayer landscape transform dramatically over these eight years. Battle royales emerged and dominated. Cross-platform play became standard. Live service games evolved into cultural phenomena with concerts, story events, and constant innovation. Concord arrived feeling like a time capsule from 2016.
3. Zero Differentiation in a Saturated Market
When I booted up Concord during its brief life, my immediate thought was: “I’ve played this game before, but better, and for free.” The character designs were generic, the gameplay mechanics were derivative, and there was nothing – absolutely nothing – that made me think, “This is why I need to play Concord instead of Overwatch.”
Compare this to Helldivers 2, Sony’s successful live service game that sold 12 million copies. Helldivers 2 offered something unique: cooperative gameplay against overwhelming odds with friendly fire creating hilarious emergent moments. It had personality, innovation, and a clear reason to exist.
4. The Toxic Positivity Problem
Industry insiders have reported that Firewalk Studios suffered from what I call “toxic positivity” – an environment where criticism was discouraged and everyone had to maintain unwavering enthusiasm. This created an echo chamber where obvious problems went unaddressed.
In my experience covering game development, the best games come from studios that embrace constructive criticism. When developers can’t honestly assess their work, you get situations where a game launches with fundamental flaws that should have been caught years earlier.
5. Complete Marketing Failure
I follow gaming news religiously, and even I barely knew Concord existed until weeks before launch. Sony’s marketing campaign was virtually non-existent compared to their single-player titles. There was no buzz, no beta that got people talking, no viral moments that made players curious.
Successful multiplayer games build communities before launch. Look at how Riot marketed Valorant with closed beta key drops that had streamers and viewers desperate to play. Concord just… appeared, expected people to care, and discovered that nobody did.
Sony’s Four-Point Plan: Learning from Disaster
Following Concord’s failure, Sony President Hiroki Totoki outlined a new approach that fundamentally changes how PlayStation will develop games. As someone who’s watched Sony’s evolution over the years, these changes represent a seismic shift in their philosophy.
1. Earlier and More Frequent User Testing
Totoki admitted, “Currently, we are still in the process of learning… we probably need to have a lot of gates, including user testing or internal evaluation.” This is corporate speak for “we didn’t test Concord enough with real players.”
In my experience with successful multiplayer games, player feedback starts early and never stops. Games like Fortnite run constant tests, gather feedback, and iterate rapidly. Concord apparently went through eight years of development with minimal external validation.
2. Breaking Down Organizational Silos
Sony identified that different departments weren’t communicating effectively during Concord’s development. The art team, gameplay designers, monetization experts, and marketing department all worked in isolation. This led to a game that felt disjointed and lacked cohesive vision.
Moving forward, Sony is restructuring to ensure cross-department collaboration from day one. This means the people designing the monetization system will actually talk to the gameplay designers – revolutionary, I know.
3. Quality Gates at Every Stage
Sony is implementing multiple “quality gates” – checkpoints where games must meet specific criteria before proceeding. If Concord had faced these gates, someone might have asked, “Why would anyone pay $40 for this when Overwatch 2 is free?”
These gates will evaluate market fit, differentiation, technical quality, and player engagement metrics. It’s essentially forcing teams to justify their game’s existence repeatedly throughout development.
4. Reassessing the Live Service Portfolio
Before Concord, Sony had announced plans for 10 live service games by March 2026. That number is now being “reassessed.” CFO Lin Tao diplomatically stated that their live service push was “not entirely going smoothly.”
I predict we’ll see Sony pivot back toward their strength: narrative-driven single-player experiences. The success of Spider-Man 2, God of War Ragnarök, and Horizon Forbidden West shows where PlayStation truly excels.
What Successful Multiplayer Games Do Differently?
Having extensively played and analyzed the best multiplayer games of all time, I can identify clear patterns that separate successes from failures like Concord.
Free-to-Play Accessibility
Every major multiplayer success story of the last five years has been free-to-play. Fortnite, Apex Legends, Call of Duty: Warzone, Valorant – all free. This isn’t just about price; it’s about removing friction. When I can instantly download and try a game with friends, adoption spreads virally.
Successful F2P games monetize through battle passes, cosmetics, and optional purchases that don’t affect gameplay. Players spend because they want to, not because they have to. I’ve personally spent more on Apex Legends cosmetics than I would have on a $60 purchase, but it was my choice after hundreds of hours of enjoyment.
Unique Selling Proposition
Every successful multiplayer game offers something distinctive:
- Fortnite: Building mechanics and cultural crossovers
- Apex Legends: Character abilities in battle royale with superior movement
- Valorant: CS:GO meets Overwatch with Riot’s polish
- Helldivers 2: Cooperative chaos with friendly fire comedy
- Among Us: Social deduction in space
Concord’s proposition was essentially “Overwatch but $40 and made by Sony.” That’s not a selling point; it’s a warning.
Community-First Development
Successful multiplayer games treat their communities as partners, not just customers. When I play Fortnite, I know Epic is listening to feedback and implementing changes based on player data and opinions. They run events, collaborate with creators, and make players feel heard.
Concord launched with minimal community engagement and died before any community could form. You can’t build a live service game in isolation and expect players to suddenly care.
Cross-Platform Connectivity
In 2026, cross-platform play isn’t a luxury – it’s a necessity. The best cross-platform games understand that players want to play with friends regardless of hardware. Concord launched with limited cross-platform features, immediately reducing its potential player base.
When I can play Fortnite with my PC friends while I’m on PlayStation, and my cousin joins on Switch, that’s the connectivity modern gamers expect. Concord’s PlayStation-centric approach felt archaic.
The Broader Industry Implications
Concord’s failure sends shockwaves far beyond Sony. Every major publisher with live service ambitions is reassessing their strategy. Here’s what I’m seeing across the industry:
The End of the Gold Rush
The live service gold rush is over. Publishers who thought they could quickly spin up a Fortnite competitor and print money are facing reality. Electronic Arts, Ubisoft, and even Microsoft are reportedly scaling back or canceling live service projects in development.
This isn’t necessarily bad for gaming. The market can only support so many live service games – they require continuous player engagement and most players only have time for one or two. Quality over quantity should have always been the approach.
Return to Core Competencies
I’m seeing publishers refocus on what they do best. Sony excels at cinematic single-player experiences. Nintendo creates innovative family-friendly games. From Software makes challenging action RPGs. Trying to chase trends outside your expertise is increasingly seen as folly.
The success of Baldur’s Gate 3, Elden Ring, and Tears of the Kingdom in recent years proves that players crave unique, high-quality experiences over derivative live service games. Open-world masterpieces continue to dominate because they offer something special.
The Importance of Market Validation
Concord’s failure is teaching the industry that internal confidence means nothing without market validation. I’m seeing more games going through public alphas, extended betas, and early access periods to gauge player interest before massive marketing spends.
This is healthy for the industry. Better to discover your game doesn’t resonate during a beta than after spending $400 million and eight years in development.
What This Means for PlayStation’s Future
As someone who’s owned every PlayStation console, I’m actually optimistic about what Concord’s failure means for the platform’s future. Sometimes you need a spectacular failure to course-correct.
Renewed Focus on Single-Player Excellence
PlayStation built its reputation on incredible single-player narratives. The Last of Us, God of War, Horizon, Ghost of Tsushima – these are the experiences that define PlayStation. I believe Concord’s failure will reinforce this strength rather than diminish it.
Sony CFO Lin Tao essentially confirmed this, emphasizing the need to “learn the lessons from mistakes” while maintaining their traditional strengths. Expect more Naughty Dog-caliber narratives and fewer attempts to clone Fortnite.
Smarter Live Service Investments
Sony won’t abandon live service entirely – Helldivers 2’s success proves they can succeed in the space. But future attempts will be more measured, more tested, and more differentiated. Quality gates and user testing will prevent another Concord.
I predict Sony will focus on turning existing franchises into live service games rather than creating new IP. A multiplayer Horizon game or a co-op Ghost of Tsushima mode makes more sense than unknown quantities like Concord.
Better Studio Management
The closure of Firewalk Studios just two years after acquisition is a warning about Sony’s studio strategy. They need better due diligence, clearer creative direction, and more oversight during development.
This might mean fewer acquisitions but better integration of existing studios. It’s better to have 15 excellent studios than 25 studios with mixed results.
Lessons Every Developer Must Learn from Concord
As I reflect on Concord’s failure, there are universal lessons every developer, publisher, and industry professional should internalize:
1. Validation Over Vision
Your vision for a game means nothing if players don’t share it. Test early, test often, and be prepared to pivot or cancel if the market doesn’t respond. Pride and sunk cost fallacy killed Concord.
2. Differentiation is Non-Negotiable
In a market with thousands of games launching annually, being “pretty good” equals failure. You need a clear, compelling reason for players to choose your game over established alternatives. “It’s like X but made by Y” isn’t enough.
3. Business Model Must Match Market Reality
You can’t charge premium prices in a free-to-play market without extraordinary justification. Understand your competition’s business model and either match it or offer something so superior that price becomes irrelevant.
4. Community Building Starts Before Launch
If players don’t know your multiplayer game exists until launch day, you’ve already failed. Community building, creator partnerships, and player engagement should begin months or years before release.
5. Know Your Studio’s Strengths
Just because a market opportunity exists doesn’t mean you should pursue it. Firewalk Studios had talent, but creating a hero shooter that could compete with Blizzard and Respawn required more than talent – it required distinctive vision they didn’t possess.
The Silver Lining: How Concord’s Failure Helps Gaming
It might seem strange, but I believe Concord’s spectacular failure is ultimately good for gaming. Here’s why:
Reality Check for Publishers
The industry needed a wake-up call about the live service gold rush. Concord’s failure demonstrates that you can’t simply throw money at a genre and expect success. This will lead to more thoughtful, player-focused development.
Quality Over Quantity
With publishers scaling back live service ambitions, we’ll see fewer derivative games flooding the market. Resources will shift toward unique experiences rather than trend-chasing. The games that do launch will be better tested and more polished.
Innovation Returns
When copying successful formulas proves catastrophically expensive, innovation becomes the safer bet. I expect to see more experimental gameplay, new genres, and creative risks in the coming years.
Player Voice Amplified
Concord proved that players vote with their wallets and their time. No amount of marketing or brand power can force success. This empowers players and ensures developers must genuinely serve their audience rather than expecting blind loyalty.
Looking Ahead: The Post-Concord Era
As we move forward in 2026, Concord’s failure will be remembered as a pivotal moment in gaming history. Not because the game itself mattered, but because it marked the end of an era of unchecked ambition and the beginning of a more thoughtful approach to game development.
I’m seeing positive changes already. Upcoming games are going through longer beta periods. Publishers are announcing fewer but more focused projects. Studios are returning to their strengths rather than chasing trends.
The live service market will consolidate around a few major players while everyone else focuses on creating unique experiences. This is healthy for the industry and better for players who were drowning in mediocre multiplayer games demanding their time.
For Sony specifically, I expect their next few years to showcase a renewed commitment to what made PlayStation great: unforgettable single-player experiences with the occasional, carefully crafted multiplayer game that offers something genuinely new.
Final Thoughts: A Necessary Failure
Concord’s story is ultimately one of hubris meeting reality. Eight years and $400 million couldn’t overcome fundamental flaws in concept, execution, and market understanding. The game’s 14-day lifespan and the subsequent studio closure represent one of gaming’s most expensive lessons.
But necessary lessons often come at a high price. Every developer, publisher, and platform holder is studying Concord’s failure. The changes Sony is implementing – quality gates, user testing, breaking down silos, portfolio reassessment – will spread throughout the industry.
As I look at my gaming library, filled with incredible experiences from the past year like Baldur’s Gate 3, Alan Wake 2, and Helldivers 2, I’m reminded that gaming is at its best when developers create something they’re passionate about rather than something they think will make money.
Concord tried to be everything to everyone and ended up being nothing to anyone. Its failure reminds us that in gaming, as in life, authenticity, innovation, and genuine value triumph over imitation and assumption. The industry is better for learning this lesson, even if it cost $400 million and 170 jobs to teach it.
The next time a publisher considers spending hundreds of millions on a derivative live service game, they’ll remember Concord. And maybe, just maybe, they’ll invest in something original instead. That’s a future worth celebrating, even if it came from gaming’s most spectacular failure.
Frequently Asked Questions
Why did Concord fail so quickly after launch?
Concord failed due to a combination of factors: a $40 price tag in a free-to-play dominated market, generic gameplay that didn’t differentiate from established competitors, poor marketing that left players unaware of its existence, and an eight-year development cycle that made it feel outdated on arrival. The game peaked at just 697 concurrent players on Steam and sold approximately 25,000 copies total.
How much money did Sony lose on Concord?
Industry estimates suggest Sony lost between $200-400 million on Concord’s development and marketing. With only about 25,000 copies sold generating roughly $1 million in revenue, this represents a 99.75% loss on investment, making it one of gaming’s biggest financial disasters.
What lessons is Sony learning from Concord’s failure?
Sony President Hiroki Totoki outlined four key lessons: implementing earlier and more frequent user testing, breaking down organizational silos for better cross-department communication, establishing quality gates throughout development, and reassessing their entire live service portfolio to focus on proven strengths rather than trend-chasing.
Will Sony continue making live service games after Concord?
Yes, but with a dramatically different approach. Sony is scaling back from their original plan of 10 live service games by 2026 and implementing stricter quality controls. Future live service attempts will likely leverage existing successful franchises rather than unknown IP, following Helldivers 2’s successful model.
What happened to Firewalk Studios after Concord failed?
Sony closed Firewalk Studios on October 29, 2024, less than two years after acquiring them. All 170 employees were laid off. The closure was announced by PlayStation co-CEO Hermen Hulst, who stated they determined “the best path forward is to permanently sunset the game and close the studio.”
Could Concord have succeeded as a free-to-play game?
While free-to-play might have increased player numbers, Concord’s fundamental problems went deeper than pricing. The game lacked differentiation, arrived years too late to the hero shooter party, and offered nothing unique compared to established competitors. Free-to-play would have removed one barrier, but the generic gameplay and lack of innovation would likely still have led to failure.
