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Double Fine Cuts 25% of Staff Weeks After Xbox Split

Tim Schafer says only the studio's survival could justify the cuts. Around 23 people are out, barely three weeks after Xbox let Double Fine go independent.

Nathan Lees4 min read
Tim Schafer, founder of Double Fine Productions, at a public event
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Three weeks. That's how long Double Fine lasted as an independent studio before cutting roughly a quarter of its workforce.

The Psychonauts developer confirmed on Bluesky that 23 employees have been let go, with studio founder Tim Schafer framing the decision in stark terms:

"Today, Double Fine Productions let go of 23 members of our staff. As a small, tightly-knit team, these actions are not taken lightly. Only the survival of our studio would ever make us consider such a painful action. Our transition to becoming an independent company also means becoming a size that we can sustain."

Bloomberg's Jason Schreier reported on Bluesky that Double Fine had around 90 employees before the cuts, putting the reduction at roughly 25%. Several of the affected staff had been with the studio for over a decade.

When Xbox announced its massive July restructuring, which put 3,200 people out of work across the division, the decision to let Double Fine and Compulsion Games go independent was framed as a generous alternative to outright closure. Xbox got credit for it. Some fans celebrated it. I was skeptical at the time, and today's news is exactly why. Letting a studio walk free sounds noble until you remember that the studio now has to fund itself, and Double Fine has never been a blockbuster factory. Psychonauts, Brutal Legend, Costume Quest: beloved games, cult followings, modest sales. That profile works when Microsoft is signing the checks. It's a different equation when the rent is due and there's no parent company backstopping you.

Independence at What Cost

Xbox's response to the layoffs was revealing. In a statement provided to Kotaku's Rebekah Valentine, an Xbox spokesperson said: "Double Fine fully returned to independent management earlier this week, with their IP, catalog, and runway for their next games. As they begin their next chapter as an independent studio, we look forward to seeing what they create next. Double Fine is now fully independent and manages its own operations." Xbox also declined to comment on how much runway Double Fine actually has.

That statement is corporate distancing at its most clinical. Double Fine was part of Xbox for seven years. Microsoft acquired the studio in 2019 during its aggressive buying spree, published Psychonauts 2 in 2021, then Keeper in 2025 and Kiln earlier this year. Neither of those last two titles appear to have sold particularly well. And now, barely a week after the separation became official, Xbox is treating Double Fine like someone else's problem. "Manages its own operations" is a polished way of saying "not our concern anymore."

Double Fine isn't the only recently freed studio feeling the squeeze. As PC Gamer reported, Compulsion Games, the South of Midnight developer that also went independent in the same restructuring, put out the word that it needs contract work just one week after separation. Before the Xbox layoffs were even announced, multiple Compulsion employees had already started job hunting. The pattern here is clear: independence without adequate financial cushioning is just a slower version of the closure these studios were supposedly being saved from.

Schafer founded Double Fine in 2000 after leaving LucasArts, and the studio has spent over two decades carving out a reputation for creative, offbeat games that rarely translate into commercial juggernauts. That identity is part of what makes Double Fine special, but it's also what makes this situation so precarious. A studio built on experimental game jams and cult classics needs either a patient publisher or deep pockets. Right now, it appears to have neither.

I hope Double Fine survives this. The games industry is worse without studios willing to make something weird. But the framing around Xbox's divestiture needs to be remembered accurately: this wasn't a gift. It was a cost-cutting measure dressed up as liberation, and 23 people just paid the price for it.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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