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Riot Games to Halt Active Development on '2XKO' as Live-Service Model Falters

The League of Legends developer will keep servers active beyond 2026 while issuing full refunds to players following unsustainable operating costs.

By The Company Wire4 min read
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Riot Games — Riot Games to Halt Active Development on '2XKO' as Live-Service Model Falters
Riot Games — Riot Games to Halt Active Development on '2XKO' as Live-Service Model Falters. Photo: The Verge.

Riot Games announced Thursday that it will cease active development on 2XKO, its free-to-play fighting title set in the League of Legends universe, marking another setback for high-budget live-service software projects in the tech and gaming space. First reported by The Verge, the decision comes less than a year after the game's public debut.

According to the publisher, active work on the title will officially conclude at the end of 2026. Despite halting new feature work, Riot plans to keep the game's underlying infrastructure functional, maintaining online servers beyond 2026. Additionally, the studio announced plans to unlock all playable characters for existing users and issue full refunds for money spent within the game.

The spin-off title first entered an early access beta phase on PC in October 2025 before expanding to the PlayStation 5 and Xbox Series X and Series S consoles in January. However, shortly after its console deployment, Riot initiated staff reductions across the project's development team, noting at the time that overall user momentum was insufficient to support a large dedicated workforce long-term.

In its announcement, Riot explained that it conducted an extensive review of the project's performance and financial metrics throughout the year. Although specific character rollouts and competitive events provided brief spikes in interest, the overall engagement failed to alter the product's broader business outlook.

Riot stated that even during peak moments, the title experienced no meaningful or sustained change in its overall trajectory, representing only a small fraction of what would be required to trend toward operational sustainability. The company noted that maintaining current development efforts had become impossible because operating expenses significantly outpaced revenue generation, while user engagement remained largely flat despite substantial content updates.

The studio added that it would have maintained ongoing production had it identified any viable commercial pathway forward, but the structural mismatch between operating overhead and monetization made continued feature development unfeasible.

The retreat from 2XKO highlights a broader industry-wide reevaluation of the live-service business model, where ongoing server upkeep and continuous content pipelines require sustained revenue streams. Similar structural pressure has forced competing publishers to adjust or scale back multi-year online platform bets.

Industry reporting by Bloomberg earlier this week indicated that Sony is stripping live-service components from an upcoming multiplayer title in its Horizon franchise. Meanwhile, developer Highguard permanently closed less than two months after its release following an end-of-life announcement at December's Game Awards, and Remedy Entertainment recently scheduled the final primary content update for its Control spin-off FBC: Firebreak while choosing to keep servers online.

Even established market leaders have experienced friction maintaining live-service engagement. Epic Games implemented headcount reductions in March following a downturn in user activity for its flagship platform, Fortnite, further underscoring the ongoing commercial volatility facing online game platforms.

Sources

  1. The Verge

Company: Riot Games

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The Company Wire

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