Po spektakularnym spadku liczby graczy i fali zwolnień w Wildlight Entertainment sytuacja wokół Highguard wciąż pozostaje daleka od stabilnej. Produkcja nie została porzucona, ale trudno mówić o realnym odbiciu.

https://pograne.eu/highguard-traci-graczy-byly-deweloper-wskazuje-kluczowy-blad-gry/

#Pograne #Giereczkowo #Highguard

Highguard traci graczy. Były deweloper wskazuje kluczowy błąd gry | Pograne

Highguard notuje dramatyczny spadek graczy. Były twórca mówi o błędzie trybu 3v3 i zbyt wysokim progu wejścia.

Pograne

Secondo il designer di Highguard, il fallimento del gioco è da attribuire a un'eccessiva focalizzazione sul competitivo e alla complessità delle sue regole.

#GiochiPC #Notizievideogiochi #gamingnews #Videogiochi #Highguard

👉 https://www.absolutegamer.it/ex-designer-highguard-svela-il-motivo-del-fallimento-del-gioco/

Tencent's Secret Bet on Highguard Collapsed in Two Weeks

Tencent's TiMi Studio Group secretly funded Wildlight Entertainment, then pulled backing just two weeks after Highguard's troubled launch, gutting a 100-person team.

The Daily Perspective
Hubris and a Missing Mic: How Highguard's Leadership Sank Wildlight

Former Wildlight staff blame leadership overconfidence and Tencent funding conditions for Highguard's rapid collapse weeks after its January 2026 launch.

The Daily Perspective
When 'Competitive' Becomes a Curse Word: The Highguard Post-Mortem

Former Wildlight level designer Alex Graner says Highguard leaned too far into competitive 3v3 play, helping drive a catastrophic player collapse after launch.

The Daily Perspective

Highguard introduce "Raid Rush", la nuova modalità multiplayer a turni che elimina la fase di loot per aumentare la tensione. L'aggiornamento include anche bilanciamenti alle armi e un amuleto nerfato. #GiochiPC #Notizievideogiochi #gamingnews #Videogiochi #Highguard

👉 https://www.absolutegamer.it/highguard-ripristina-tensione-nuova-modalita-elimina-fase-noiosa-loot/

Highguard: Früherer Level Designer sagt, das Spiel sei zu sehr kompetitiv ausgerichtet gewesen

https://fed.brid.gy/r/https://www.eurogamer.de/highguard-alex-graner-interview-sweaty-3v3-kritik

Former Highguard level designer suggests "sweaty" competitive 3v3 play "was the biggest thing that turned a lot of players off"

https://fed.brid.gy/r/https://www.eurogamer.net/former-highguard-level-designer-suggests-sweaty-competitive-3v3-play-was-the-biggest-thing-that-turned-a-lot-of-players-off

One former Highguard level designer thinks it's struggled because Wildlight "leaned too far into the competitive scene"

"Throughout development, we really leaned into the competitive side of it, and that was always one of my biggest fears as a player."

Rock Paper Shotgun

Highguard started life as a survival shooter, and Tencent pulled funding two weeks after launch, a new report claims

https://fed.brid.gy/r/https://www.eurogamer.net/tencent-pulled-highguards-funding-two-weeks-after-launch