What’s that old saw? The old world is dying, and the new world struggles to be born. Now is the time of layoffs.
Fortnite, developed by Epic Games, is one of the most popular and successful video games of all time. Though the game’s player count has waned since 2022—from many millions of daily active players to a slightly smaller many million person figure—it has incumbency on its side: Fortnite sits securely in a pantheon of franchises that cumulatively occupy between 30 and 40 percent of video game players’ engagement hours, according to data compiled by analyst Matthew Ball.
Still, on March 24, Epic CEO Tim Sweeney announced that the company would be laying off over 1,000 staffers. By some counts, the video game industry suffered 9,200 layoffs in 2025. Some back of the envelope math would suggest that Epic’s latest cuts represent more than 10 percent of last year’s total layoffs, a staggering figure to come from just one source. “The downturn in Fortnite engagement that started in 2025 means we’re spending significantly more than we’re making, and we have to make major cuts to keep the company funded,” Sweeney wrote in a note to staff that was shared on Epic’s website.
For years, the too-easy joke about live service games launched in Fortnite’s wake was that executives at rival studios were nakedly chasing a Fortnite of their own—and they were. The money was too good to not take a stab at it. According to documents released as part of Epic’s legal battle with Apple over whether the phone-maker was running a monopoly in its App Store, the developer’s net income hit an astonishing $2 billion owing to Fortnite in 2018, the game’s first full year on the market. That figure would drop precipitously—to $546 million and $302 million in the following two years—but the allure to others was obvious.
We know now the fruits of those efforts, the cemetery of battle royale games, live service titles, and even studios that bet it all on sustained user engagement, only to find that the market had eluded them. The conventional wisdom, then, flipped on its head. Fortnite was the reason these companies chased the live service trend in the first place, but it was also a gatekeeper, the reason so many of its competitors failed. Fortnite had become the game for too great a number of players, and the cost of luring them away was too steep. And yet, as it turned out, even Fortnite’s great success could not save the hundreds of workers laid off from Epic Games in the past few years. (Epic laid off 16 percent of its staff in 2023. In his letter to staff then, Sweeney responded to the question “Will there be more layoffs?” with a firm—and, in retrospect, premature—“No.”)



















