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    Home›Gaming News›Tim Schafer Opens Up About Leaving Xbox, Game Pass Future, and Why the Gaming Industry Has Been “Down for Four Years”
    Gaming News

    Tim Schafer Opens Up About Leaving Xbox, Game Pass Future, and Why the Gaming Industry Has Been “Down for Four Years”

    By Mark Smith · September 24, 2026 · 8 min read
    Tim Schafer Opens Up About Leaving Xbox

    Table of Contents

    Toggle
    • Key Takeaways
    • Tim Schafer Breaks His Silence on Leaving Xbox
    • Why Double Fine and Xbox Went Their Separate Ways
    • Schafer Still Loves Game Pass — And Here’s Why
    • “I Assume Someone Is Being Greedy Somewhere”
    • But He’s Not Giving Up on the Industry
    • What’s Next for Double Fine — Amnesia Fortnite 2026
    • The Bigger Picture

    Key Takeaways

    • Tim Schafer says Double Fine’s approach of making “a lot of little IPs” no longer aligned with Xbox’s shift toward fewer, larger franchises.
    • Schafer still loves Game Pass and believes it’s perfect for quirky, experimental games like Double Fine’s catalogue.
    • He praises Microsoft for letting the studio “completely be themselves” during their seven-year partnership.
    • Schafer admits he doesn’t understand why the games industry has been in decline for four years despite players spending money, adding “I assume someone is being greedy somewhere.”
    • He’s cautiously optimistic, pointing to indie games and ongoing creativity as signs the industry still has life in it.
    • Double Fine is currently running Amnesia Fortnite 2026, a public-voted game jam featuring four smaller-scope projects.

    Tim Schafer Breaks His Silence on Leaving Xbox

    It’s been a rough few months for Double Fine. After seven years under the Microsoft umbrella, the San Francisco studio behind Psychonauts and Brütal Legend was quietly cut loose as part of Xbox’s massive restructuring — a move that also saw 3,200 people across the broader gaming division lose their jobs. And while Double Fine managed to walk away with its IP, its back catalogue, and a financial runway, things got tough fast, with 23 layoffs hitting less than a month after the split.

    Now, studio founder Tim Schafer is talking. In a candid BBC interview, the legendary designer opened up about the parting, his feelings on Game Pass, and his blunt — and honestly pretty relatable — thoughts on why the games industry has been in a slump that nobody can quite explain.

    Why Double Fine and Xbox Went Their Separate Ways

    Schafer was pretty straightforward about the whole thing, and there’s no drama here — just a business reality that didn’t have a clean fix. According to him, the studio’s entire reason for joining Xbox back in 2019 was to pump content into Game Pass — and they delivered. Double Fine put its back catalogue and new titles on the service, a total of around 13 games. That was the deal, and they held up their end of it.

    The problem? Xbox’s strategy shifted. Microsoft started moving away from supporting smaller, experimental studios and pivoted hard toward fewer, bigger franchise IP. Think the kind of massive tentpole releases that justify spending hundreds of millions on development and marketing. Double Fine’s whole identity — making a bunch of weird, original, smaller-scope games — just didn’t fit that new direction anymore.

    “Our technique of making a lot of little IPs isn’t aligned with that,” Schafer said plainly. “We wanted to keep doing that, so we went our separate ways.”

    There’s no bad blood there. If anything, Schafer went out of his way to credit Microsoft for giving Double Fine room to breathe during their partnership, saying the company let them “completely be themselves” and helped them become “a bigger version” of the studio they already were. He has zero regrets about the 2019 acquisition — a rare thing to hear after a corporate split in gaming.

    Schafer Still Loves Game Pass — And Here’s Why

    You might expect someone who just got cut from the Xbox ecosystem to have some spicy things to say about Game Pass. Schafer does not. He’s genuinely a fan, and his reason for it makes a lot of sense if you think about the kind of games Double Fine makes.

    His argument is simple: if you’re standing in a store holding a $70 disc for a game about a walking lighthouse, there’s a wall between you and buying it. That wall is real. But if you’ve already paid for a subscription and the game is just sitting there waiting to be downloaded? You’ll probably try it. And that’s exactly the kind of low-stakes “why not” moment that turns players onto experimental, artsy, off-the-beaten-path games — the kind Double Fine has always made.

    “I’m very pro Game Pass, and hope it succeeds and goes forward,” he said. And honestly, coming from a guy who just got dropped from the platform, that’s a pretty generous take.

    The subscription model debate in gaming is genuinely complicated — and worth following alongside broader discussions about how platforms like digital services are evolving in ways that affect how players access content. But Schafer’s point about reducing the barrier for niche games is hard to argue with.

    “I Assume Someone Is Being Greedy Somewhere”

    This is the part of the interview that’s going to get quoted everywhere, and rightfully so. Schafer was asked about the state of the industry, and he gave a response that felt like it came straight from a developer who’s been watching this stuff for 25+ years and still can’t make it add up.

    He described how layoffs in the games industry used to follow a kind of predictable cycle — companies would overextend, cut staff, then rehire when they needed people again. Not ideal, but at least you could see the logic. What’s happening right now? He doesn’t get it. Four years of decline. People are still playing games. Money is still being spent. Studios are still making cash. And yet thousands of developers keep losing their jobs.

    “I really don’t because people are playing games, people are making money, so I don’t know why there is a big loss of jobs,” he said. “I assume someone is being greedy somewhere.”

    That line isn’t just a zinger — it’s a serious observation from a guy who’s lived through the industry’s ups and downs and is genuinely stumped by the current situation. And given how many studios have been shuttered or gutted over the last few years, it’s hard not to nod along. The layoff wave that hit Double Fine itself is a perfect example — Xbox’s restructuring affected not just indie-friendly studios but huge operations like Bethesda, Obsidian, id Software, and ZeniMax Online, with over 3,200 jobs cut in a single sweep.

    It’s a messy picture, and Schafer’s frustration feels earned. Even massive franchise games with loyal audiences — the kind that pull players in through viral moments and pop culture crossovers, like what we’ve seen with major Fortnite collaborations — don’t seem to be translating into job security for the people making games.

    But He’s Not Giving Up on the Industry

    For all the doom and gloom that’s easy to read into his words, Schafer isn’t writing the industry off. He’s hoping the current slump is cyclical — that it bounces back — and he sees real energy in gaming right now, especially in the indie space.

    He was careful not to be one of those people who puts indie games on a pedestal and dismisses everything triple-A. He actually pushed back on that narrative, saying big-budget games still do plenty of genuinely creative work. It’s just that the blockbuster development environment has become a rougher, more unstable place for the people building those games. The creativity is there. The stability isn’t.

    What’s Next for Double Fine — Amnesia Fortnite 2026

    While all this plays out, Double Fine isn’t sitting still. The team is currently running Amnesia Fortnite 2026, their internal game jam tradition where smaller teams build experimental games from scratch in a compressed window. This year, they opened it up to public voting via Kickstarter, which is a very Double Fine way to do things.

    Two of the projects already sound exactly like the kind of games you can only make at a studio like this: a city builder where the buildings are giant robots that fight monsters, and a co-operative multiplayer bar crawl dungeon-crawler called Bard Crawl. Even in lean times, the creative spirit is clearly still there.

    It’s also worth noting that Double Fine walked away from Xbox with all of its IP and back catalogue intact — including Psychonauts, Brütal Legend, Keeper, and Kiln. That’s not nothing. A lot of studios in similar situations lose their work entirely.

    The Bigger Picture

    Schafer’s interview lands at a strange moment for the games industry. Players are spending more time and money on games than ever. Certain titles are pulling in record engagement. And yet the people making those games keep facing layoffs, studio closures, and corporate restructuring that seems to prioritize earnings reports over creative output.

    Double Fine’s story — seven years of genuine creative freedom under Microsoft, then a sudden pivot to independence with immediate layoffs — kind of captures everything complicated about how studios survive in 2026. It’s not that anyone necessarily did anything wrong. It’s that the math doesn’t always work out, even when the games are good and the players show up.

    What Schafer is doing now, though — keeping the studio alive, running game jams, talking openly about the industry’s contradictions — feels like the right response to all of it. He’s been in this game long enough to know that the next interesting project is always worth chasing, even when the business side makes no sense.

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