XDefiant Shutting Down ▉
Mark Rubin, Executive Producer of XDefiant and former Call of Duty EP on his Twitter X account earlier today:
Hello XDefiant Fans,
I am unfortunately here today to announce that XDefiant will be shutting down.
Starting today (December 3, 2024), new downloads and player registrations will no longer be available. We will still release our Season 3 content in the near future (exact date TBD) and the servers will remain active until June 3, 2025. […]
A few years ago, Ubisoft and the SF Dev team embarked on a bold adventure to develop a new arcade shooter called XDefiant. It was from the start, an incredible challenge. Not only were we trying to shake up the genre by removing Skill-Based Matchmaking (SBMM) while bringing back a more “old-school” arcade shooter experience, but we were also diving into the high-risk, high-reward realm of free-to-play. And for that I want to applaud not only the Dev team but also Ubisoft leadership for taking that chance!
Free-to-play, in particular, is a long journey. Many free-to-play games take a long time to find their footing and become profitable. It’s a long journey that Ubisoft and the teams working on the game were prepared to make until very recently. But unfortunately, the journey became too much to sensibly continue.
I am, of course, heartbroken to have to be writing this post. Yes, this game has been a personal passion for me for years and yes, I know that not all challenges lead to victory, but I also want to recognize all of the developers who are being affected by this closure. Each and every one of them is a real person with a real life separate from our own and they have all put so much of their own passion into making this game. And I hope that they can be proud of what they did achieve. I know that I will always be proud and grateful to have worked with such a great team! A team that really punched above its weight class.
And what they achieved is truly remarkable. The early response from players when XDefiant launched was amazing—we broke internal records for the fastest game to surpass 5 million users and in the end we had over 15 million players play our game! That is something to be extremely proud of, especially considering how tough this genre is. So, thank you to all of the developers who put their passion into making this game!
If there’s one thing, I hope we can all take away from this experience, it’s the importance of open, honest communication between developers and players. This “player-first” mentality along with respectful, non-toxic conversations between developers and players has been one of the standout differences that made XDefiant so special. From my very first post about XDefiant, this was the vision I wanted to champion, and I hope it leaves a positive mark on how the game industry treats its players and communities.
To our players, THANK YOU! From the bottom of my heart, I want to express my deepest gratitude for the incredible community that has grown around XDefiant. Your passion, creativity, and dedication have inspired us every step of the way.
With the utmost of love and respect,
Mark
It’s an unexpectedly sad day. This team really did try but as others have noted the game just had too many issues post launch, netcode being among the biggest. XDefiant really was the game I was hoping to main now that the content season for Modern Warfare 3 2023 was over and I could casually grind the rest of my camos and things and then just enjoy core TDM. I had planned to dive back into fighting games and more single player titles until XDefiant came along. I guess it’s back to that plan.
XDefiant was a fresh take not just on the FPS genre but on “hero shooters” in general. Hero Shooters aren’t something I usually enjoy but grounding it to the various Ubisoft franchises made it kind of accessible for me. I do think the choices of factions to ad in in seasons 1 and 2 were odd though. Why not do Assassin’s Creed early? I get the GSK and Highwaymen are probably well known, at least with the FPS crowd, but Assassin’s Creed is the much bigger title and honestly probably the only thing keeping Ubisoft afloat right now.
What’s especially frustrating about this is that, like Mark said, the team did remarkably well. One of the high points of this game was that for a game that was made from an engine that wasn’t made for shooters it played incredibly well. The team communicated with players constantly. There was no Skill or Engagement Based Match Making so games were organic. No background manipulation to artificially limit or boost you. Just a simple philosophy of “get good”, which is how I grew up playing online shooters and honestly how it should be. The battlepass seemed fair in that it progressed quickly and didn’t monopolize your time, making the game feel like a hobby as opposed to a job, which, again, is how it should be. As far as I’m concerned they did everything right.
At least we have until June to enjoy it and I, at least, plan to take advantage of that and enjoy it while it lasts.