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Gaming NewsPrologue: Go Wayback

PUBG Creator Ran Out of Money for His Next Game

Brendan Greene helped popularize an entire genre with PUBG. Now he says he's hit the financial wall trying to fund his follow-up, and the studio is shrinking.

Nathan Lees4 min read
Prologue Go Wayback survival game wilderness landscape with procedural terrain
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PUBG sold over 70 million copies. It helped define an entire genre. And the person behind it just ran out of money trying to make his next game.

Brendan Greene, better known as PlayerUnknown, announced on X today that his studio, PlayerUnknown Productions, is restructuring to a smaller team and halting all further development on Prologue: Go Wayback. In a personal statement, Greene was blunt: "Unfortunately I have reached the limits of how far I can continue to fund this journey in its current form." The game, which launched into early access in November 2025, didn't even survive a full year before the plug was pulled.

A separate announcement on the game's Steam page confirmed that Go Wayback will receive one final update adding new items, paths, and trails before being pulled out of early access and made free. The studio says it's also investigating how to offer refunds to players who bought the game on Steam and Epic Games Store, though it stopped short of promising anything concrete. "Please stand by for more information on this over the coming weeks," the statement reads.

The contrast here is almost absurd. Greene didn't just make a popular game; PUBG was a cultural event that reshaped multiplayer gaming and spawned an entire subgenre worth billions. Krafton, the publisher that continued working on the IP, still runs it as a live-service juggernaut. Greene left that behind in 2021 to form an independent studio, and Krafton retained only a minority stake. The pitch was ambitious: build new technology, explore procedural generation at a planetary scale, and create something that pushed the boundaries of what game worlds could be. The Melba technology underpinning Go Wayback was designed to generate terrain for an "Earth-sized" world, with the game using a local LLM to create a new map every run.

Where the Money Went

That ambition is exactly why this happened. Go Wayback wasn't just a game; it was a research project. Greene was simultaneously funding the development of experimental tech and trying to ship a consumer product built on top of it. For an independent studio without a massive publisher bankroll, that's an incredibly expensive bet. Greene had also previously spoken about a follow-up project called Artemis that would incorporate blockchain technology, signaling a pattern of chasing frontier tech rather than shipping conventional games. I respect the ambition, but trying to fund R&D and a commercial game simultaneously on your own dime is a recipe for exactly this outcome.

The human cost is real. The studio confirmed layoffs but didn't disclose how many people were affected, saying only that supporting employees during the transition is the "main priority." Greene's statement and the studio's official post both leave the door open for a return to Go Wayback someday, and the Melba research team will continue at a reduced scale. Whether that actually leads anywhere without a product generating revenue is anyone's guess.

Go Wayback launched at $20 during early access. Players who paid that price are now being told the game is going free and refunds are a maybe. The studio deserves some credit for not just quietly abandoning the project, and making the game free is a decent gesture. But "investigating" refunds rather than committing to them is a frustrating hedge for anyone who bought in early to support the vision.

Krafton, meanwhile, shuttered its own PUBG spinoff, PUBG Blindspot, earlier this year after less than two months in early access. The battle royale that changed everything keeps producing casualties on both sides of the split. Greene's studio will continue in some form, but as of today, the creator of one of the best-selling games of the last decade has no shipping product and a smaller team than he started with.

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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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