Netflix shuts Night School and Moonloot studios

Netflix shuts down Night School Studio and Moonloot Games despite the cloud game success of Unhinged, raising doubts about its gaming strategy.

By Central
Night School Studio delivered a successful cloud game launch only to be shut down by Netflix shortly after.
Highlights
  • Night School Studio's game Unhinged was praised by Netflix's co-CEO as one of the most successful cloud game launches.
  • Netflix has closed or restructured multiple game studios since entering the gaming space.
  • The closures suggest Netflix is shifting away from internal development toward licensing and partnerships.

Netflix has abruptly shuttered two more of its internal video game studios, Night School Studio and Moonloot Games, a move that underscores the streaming giant’s volatile and still-unproven ambitions in interactive entertainment. The closures land with particular sting because Night School had just released the horror title Unhinged, which Netflix co-CEO Greg Peters publicly lauded only recently as one of the company’s most successful cloud game launches ever. The contradiction between public praise and corporate execution raises hard questions about how Netflix truly values its game development teams and whether its gaming strategy has any stable foundation at all.

Netflix Shuts Night School and Moonloot Studios After Promising Cloud Game Results

Night School Studio, the developer behind the acclaimed narrative adventure Oxenfree, was acquired by Netflix in 2021 as part of an aggressive push to build a first-party game portfolio. The studio launched Unhinged, a horror title that marked its first release under the Netflix umbrella, and the game was singled out by Greg Peters for achieving one of the most successful cloud game launches in Netflix’s history. That praise now reads as either a hollow consolation or a sign of internal dysfunction — the team received commendation from the highest levels of leadership even as the decision to close the studio was likely already being finalized.

Moonloot Games, a smaller internal studio, was also shut down. Netflix has not publicly detailed the scope of Moonloot’s projects or how many employees will be affected. The company did not provide a rationale for the closures beyond typical cost-cutting language, but the pattern is becoming familiar: Netflix has now closed or restructured multiple game development groups since entering the space, including the shutdown of its AAA game initiative in 2022 and the departure of several key executives.

What makes the Night School closure especially baffling is that the studio had just delivered on the very metric Netflix claims to care about: cloud game engagement. If Unhinged was a success by the company’s own internal standards, then the decision to shutter the studio suggests that success alone is not enough to survive inside Netflix’s gaming division. The message to other internal teams is clear: deliver a hit, and you might still be next.

Why Did Netflix Close Night School Studio Despite a Successful Launch?

Netflix’s decision to close Night School Studio despite the strong performance of Unhinged can be attributed to a strategic reorientation away from internally developed narrative games and toward licensing, external partnerships, and lower-cost mobile titles. The company appears to be prioritizing games that can be produced quickly and integrated into its subscription model without the overhead of maintaining full-time development studios. Night School, while talented, likely did not fit the new cost structure Netflix is imposing, regardless of its recent success. This highlights a fundamental tension: Netflix demands results, but results do not guarantee survival.

The closures also reflect a broader industry trend. Game development has become more expensive and more uncertain, and even deep-pocketed tech companies like Netflix are not immune to the pressure. Streaming services, which often operate on thin margins and are under constant scrutiny from investors, are particularly prone to abrupt pivots. When a company like Netflix decides to “focus” its gaming efforts, it almost always means cutting headcount and killing projects that do not align with the latest executive vision.

Twitch Confirms Default Opt-In for AI Training Data Collection

In other platform news, Twitch has confirmed plans to harvest user data to train generative AI models for its parent company, Amazon. The platform will automatically opt all users into sharing their content for training purposes, a decision that chief product officer Mike Minton defended with blunt candor: “If it was opt-in, nobody would opt-in.” That statement, while honest, reveals a dangerous assumption that users have no meaningful claim to their own data — and that the convenience of default settings is a legitimate substitute for consent.

Creators who stream on Twitch produce enormous volumes of video, audio, and chat data, all of which is now being fed into Amazon’s AI pipeline without explicit permission. Twitch has offered no opt-in incentive, no compensation model, and no clarity on how the data will be used beyond amorphous “training” purposes. The move has drawn sharp criticism from the streaming community, particularly from creators who rely on Twitch for their livelihoods and who now face the prospect of their likeness, voice, and creative work being absorbed into a commercial AI system they have no control over.

For Amazon, this is a straightforward data grab. The company needs vast amounts of human-generated content to train its AI models, and Twitch provides a captive source. For streamers, it is a betrayal of the trust that makes the platform function. The irony is that Twitch’s own business model depends on creator goodwill — and moves like this systematically erode it.

Xbox Faces Union Protests Outside Bethesda Offices

Xbox, a subsidiary of Microsoft, is currently navigating a public relations headache that no amount of hype about the next Elder Scrolls can fix. Xbox boss Asha Sharma visited Bethesda’s offices in Rockville, Maryland, earlier this week and posted on social media about how promising the next Elder Scrolls title is shaping up. The timing was unfortunate: outside the same building, the Communications Workers of America (CWA) union had erected a giant inflatable rat — locally known as “Scabby” — alongside a sea of red flags to protest the company’s latest round of mass layoffs.

The union’s protest was aimed at drawing attention to the hundreds of workers who have been laid off by Microsoft’s gaming division in recent months. The visual contrast could not be starker: inside, executives talk about the future of a beloved franchise; outside, workers hold red flags representing colleagues who have lost their jobs. The inflatable rat, a classic symbol of labor disputes in the United States, added a touch of dark humor to a situation that is anything but funny for the affected employees.

For Xbox, the Bethesda protest is a reminder that even the most successful game studios are not immune to labor unrest. Microsoft has made large-scale layoffs across its gaming business in the wake of its $69 billion acquisition of Activision Blizzard, claiming that cost synergies and restructuring are necessary. Workers on the ground see it differently: layoffs that are driven by executive decisions, not by the health of the studios themselves. The CWA has been actively organizing game workers across the industry, and the Bethesda protest suggests that the union is willing to escalate tactics to hold Microsoft accountable.

Big Walk Surpasses 1 Million Sales in Six Days

Amid the gloom of layoffs and studio closures, there is a genuine bright spot: Big Walk, the sensory stroller from House House — the studio behind Untitled Goose Game — has sold over 1 million copies in its first six days. The game invites players to wander through outdoor environments and connect with friends, offering a low-stakes, high-personality experience that feels distinctly opposed to the hyper-competitive trends dominating much of the market.

The success of Big Walk is a testament to the power of creative vision and word-of-mouth marketing. House House built a loyal following after the global phenomenon of Untitled Goose Game, and Big Walk capitalizes on that goodwill without simply repeating the formula. Instead, the team delivered something fresh: a game that prioritizes ambience, social interaction, and gentle exploration. The million-unit milestone in under a week suggests there is a hungry audience for titles that do not rely on violence, microtransactions, or grinding mechanics.

For independent developers, Big Walk‘s performance is both encouraging and daunting. It proves that original, unconventional games can find massive audiences. But it also raises the bar: not every indie can replicate House House’s unique blend of charm, design precision, and cultural timing. Still, the success offers a counter-narrative to the pessimism that often pervades the industry. There is money to be made in making people feel good.

Supermassive Games Announces Third Round of Layoffs in Three Years

Horror game specialist Supermassive Games has confirmed plans to make up to 75 employees redundant. The UK-based developer, known for titles like Until Dawn and The Dark Pictures Anthology, stated that the layoffs — its third in as many years — are necessary to “ensure the sustainability of the company.” When asked for clarification on how many employees would remain after the cuts, a company spokesperson declined to comment.

The repeated rounds of layoffs at Supermassive point to a deeper structural instability. Despite a steady output of interactive horror experiences, the studio appears to be trapped in a cycle of over-hiring and then downsizing, possibly due to the feast-or-famine nature of single-player game development. Each new project requires a spike in headcount, and each project’s completion leads to a surplus of staff that the company cannot afford to retain.

Supermassive’s situation is not unique. Many mid-sized studios that rely on publishing deals with larger partners face similar pressures. The difference is that Supermassive has now gone through three layoff cycles in consecutive years, which erodes morale, damages the studio’s reputation as a stable employer, and makes it harder to attract top talent. The company’s refusal to provide post-layoff headcount numbers only fuels speculation that the situation is worse than publicly stated.

Digital Game Preservation Project Regains Momentum After Federal Funding Cuts

Finally, a piece of genuinely encouraging news: a preservation project focused on making digital games accessible through public libraries has regained significant momentum. The initiative had been stalled after funding cuts imposed by U.S. President Donald Trump, but recent developments have allowed it to move forward again. Nicole Carpenter, a reporter covering the story, noted that the project’s revival comes at a critical time, as more and more games become unplayable due to platform closures, server shutdowns, and the erosion of digital rights.

The public library model for game preservation is both practical and democratic. Libraries can serve as physical and digital hubs for the preservation of interactive media, ensuring that future generations have access to culturally significant titles. The project’s ability to overcome initial funding obstacles suggests that there is bipartisan support — or at least sufficient institutional will — to treat games as a legitimate part of cultural heritage. In an industry that often prioritizes the new over the archival, this preservation work is vital.

As more games become dependent on online services and proprietary platforms, the window for preserving them narrows. Efforts like this one are not merely nostalgic; they are essential for any serious understanding of the medium’s evolution. The fact that the project is back on track is a reminder that collective action, whether through libraries, unions, or grassroots campaigns, can still push back against the forces that threaten to erase our digital history.

The news cycle this week has been dominated by stories of closure and contraction, yet within each story there are also signs of resilience and resistance. Netflix’s decision to shut Night School and Moonloot may be part of a broader recalibration, but it also highlights the precariousness of creative talent in a corporate environment that treats studios as disposable assets. The Twitch data grab, the Xbox union protests, the layoffs at Supermassive — all of these are symptoms of an industry struggling to reconcile its creative potential with the financial logic of its parent companies. And yet, the success of Big Walk and the revival of the preservation project prove that even in difficult times, there is room for hope, for joy, and for the belief that games are worth fighting for.

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