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Redfall Devs Finally Spill the Beans: What Went Wrong (and Why They Came Back)

bekir August 29, 2026 4 min read 2 views

The launch of Redfall was… rocky, to put it mildly. Now, former Arkane bosses Harvey Smith and Ben Horne are shedding light on what went wrong with the vampire-themed Xbox exclusive, offering a candid look at the challenges they faced and why they ultimately returned to help salvage the project after being laid off.

The Live-Service Gamble

In an interview with bağlantı”>The Game Business, Horne explained that Redfall was conceived during the height of the live-service boom. The team grappled with the question: “How do we do this?” This ambition, while potentially exciting, ultimately proved to be a significant hurdle for Arkane.

Smith echoed this sentiment, describing Redfall as a “difficult project” and acknowledging that Arkane “got swept up in the games-as-a-service thing.” He elaborated on his initial optimism, stating, “I had the foolish chutzpah to assume that it always works out for us. We can do this. Let’s take what we love, and mix it with [games-as-a-service]. And do different mechanics by day and night. And have character classes.”

COVID Chaos and “The Great Resignation”

Adding to the already complex situation, the COVID-19 pandemic struck during development. Smith pointed out that this significantly impacted Redfall. He also highlighted the impact of “the great resignation,” as team members began working remotely and seeking new opportunities.

A Rocky Launch and a Desperate Plea

The initial reception to Redfall was, unfortunately, quite negative. The team then spent the following year patching the game in an attempt to improve it. Then came another blow: Microsoft bağlantı”>closed Arkane Austin, leading to layoffs. Despite being laid off, Smith felt compelled to do more. He pitched Microsoft on the idea of returning to release a highly anticipated 1.4 update.

“We went to Microsoft and said, ‘I know we don’t work here anymore, but can we please release this?’ And to their credit, they did not say no. They let six or seven of us sign forms that we could come back in the building.” This act of faith allowed the team to release update 1.4, which Smith believes would have made a significant difference if it had been available from day one. “It was a much, much better game,” he said.

A Unique Achievement: Releasing an Update After Being Fired

For Horne, releasing this final update held a special significance. He described it as “like an achievement unlocked” in his career – a testament to the team’s dedication and resilience. This act of returning to help after being laid off is truly remarkable.

Lessons Learned: Acknowledging Limitations

Smith also acknowledged that he was “clearly out of my lane” working on a live-service game like Redfall. He recognized that his strengths lay elsewhere, and this realization likely influenced his decision to pursue new ventures.

A Whirlwind of Challenges: More Than Just Game Development

The development cycle for Redfall was fraught with challenges beyond the typical hurdles of game creation. Smith recounted a series of bizarre events, including “the government announced aliens at some point,” a “swarm of bağlantı”>murder hornets coming toward Texas,” and an “bağlantı”>ice storm that put power and water out for like two weeks for some people.” He described this period as unforgettable, highlighting the team’s ability to come together even after losing their jobs.

Looking Ahead: Black Pony Immersive

Now, Smith and Horne are embarking on a new chapter with their studio, Black Pony Immersive. Their focus is on “crafting games that push the limits of player immersion.” While they haven’t announced any specific projects yet, their experience and passion suggest exciting things to come.

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