Guerrilla Games is removing live-service elements from its upcoming title Horizon Hunters Gathering after facing sustained criticism from players, according to reporting by Bloomberg journalist Jason Schreier. The move marks a notable reversal for the Amsterdam-based studio, which had reportedly been developing the game with monetization structures typical of live-service titles before shifting course in response to community pushback.
The Horizon franchise, known for its narrative-driven, single-player action role-playing games set in a post-apocalyptic world populated by robotic creatures, has built a loyal fan base largely centered on story-driven exploration rather than ongoing multiplayer engagement. Reports of a live-service spin-off had reportedly unsettled segments of that audience, who expressed concern that the format would dilute the qualities that made the series popular in the first place.
While specifics of the original live-service design have not been made public, the term generally refers to games built around continuous content updates, seasonal passes, in-game purchases and persistent online ecosystems designed to keep players engaged—and spending—over extended periods. Such models have become increasingly common across the industry as publishers look to generate recurring revenue beyond a game’s initial sale.
A Broader Industry Reckoning
The decision to strip live-service features from Horizon Hunters Gathering reflects a wider pattern that has played out across the gaming industry in recent years. Several major publishers have either cancelled or significantly retooled live-service projects after encountering resistance from players and, in some cases, disappointing commercial performance. The trend suggests that audiences accustomed to premium, story-focused gaming experiences remain wary of monetization structures associated with free-to-play or subscription-driven online titles, even when those mechanics are introduced by studios with strong track records in single-player storytelling.
Guerrilla Games, a subsidiary of Sony Interactive Entertainment, has built its reputation primarily on the strength of narrative-driven entries such as Horizon Zero Dawn and Horizon Forbidden West. Both titles were praised for their world-building and single-player campaigns, making the studio’s foray into live-service territory with Horizon Hunters Gathering something of a departure from its established identity. The reported reversal indicates that internal or external pressure—likely a combination of community sentiment and market signals—has prompted a reassessment of that direction.
What will replace the discarded live-service mechanics has not yet been detailed publicly. Guerrilla Games has not issued an official statement confirming the scope of the changes or outlining a revised roadmap for the title. Until such an announcement is made, the exact shape of the finished game, including its monetization approach and content delivery model, remains uncertain.
The episode adds to an ongoing conversation within the gaming industry about the sustainability of live-service models, particularly for franchises with established single-player identities. Publishers weighing similar strategies for other premium properties may look to Guerrilla Games’ experience as a case study in how quickly player sentiment can force a change in direction, even after significant development investment has already been made.
While the story centers on a major international studio and does not involve regional stakeholders directly, it speaks to broader preferences among gaming communities worldwide, including in the Gulf, where premium single-player titles and franchise loyalty continue to shape purchasing decisions across a growing regional gaming market.


