Bungie ends Destiny 2 development and lines up a third round of layoffs
Bungie is winding down the game that defined it. Jason Schreier reported for Bloomberg on May 21 that the studio is ending active development on Destiny 2, with a "significant" round of layoffs to follow. The June 9 update, Monument of Triumph, will be the final content drop. The servers stay up, but the development team behind nine years of Destiny does not have a greenlit follow-up, and there's no Destiny 3 in active production.
A breakdown of the Bloomberg report: development ends, layoffs are coming, and Destiny 3 isn't being built
What's actually happening
The decision is a hard stop on new development, not a shutdown. Destiny 2 stays online and playable. What's ending is the team that ships seasons, expansions, and the live-service treadmill that kept the game running since 2017.
These would be Bungie's third round of layoffs since Sony acquired the studio for $3.6B in 2022. The earlier rounds came after revenue targets slipped and the original sale terms tied a chunk of payout to performance Bungie never hit. This round is different in kind. The first two were cuts to keep Destiny 2 going. This one is cutting the people who made it because the game itself is being put into maintenance.
The resources are moving to Marathon, Bungie's extraction shooter and its bet on the next decade. That's the part that should worry anyone watching, because Marathon is not doing well.
The Marathon problem
Marathon launched and then fell off a cliff. By mid-April, a month after release, its 24-hour concurrent peak was hovering around 31,000 players, down from an all-time peak of 88,337 on launch day. That's a 59% drop from the high in about four weeks. For a live-service game built to run for years, losing more than half your concurrent players inside the first month is the kind of curve that ends projects.
So the math Bungie is running is brutal. The proven game with a loyal audience is being sunset to feed a new game that is already shedding players faster than it can be patched. Leadership is betting the studio's future on the title that's struggling, and paying for it by ending the one that worked.
Monument of Triumph: the send-off
The final update, Monument of Triumph, lands June 9 as a free download for every player. Bungie is treating it as a victory lap rather than a quiet patch. It brings back Sparrow Racing League as a permanent mode, reworks raid and dungeon loot, adds a world event, and ships a rewards pass with a new exotic hand cannon. For a game getting its last update, it's a generous one.
What's in the final Destiny 2 update, Monument of Triumph, arriving June 9
Why this keeps happening to live service
This is the same shape we wrote about with the March layoffs and, in a different industry, the Sora shutdown. A small number of huge, expensive products carry enormous fixed costs, and when the audience moves, the cost structure can't move with it.
A live-service game like Destiny 2 needs a large team shipping content forever just to stand still. The moment growth stalls, every season costs more than it returns, and the only lever left is to cut the team. The same dynamic that killed Sora (great launch, costs that scale with usage, an audience that didn't stick) is killing live-service game development from the other direction. The product worked, the costs didn't.
What this means for builders
Three things are worth holding onto here.
First, the size of the bet is the risk. Bungie's problem isn't that Destiny 2 failed. It ran for nine years. The problem is that the only follow-up was another nine-figure live-service game, so when that one wobbled, there was no smaller bet to fall back on. Studios that put everything into one giant title have no shock absorbers.
Second, the fixed-cost trap is structural, not a Bungie mistake. Any model where you need hundreds of people shipping content indefinitely to keep a game alive is fragile by design. The games that survive downturns are the ones where the cost of making and maintaining them is low enough that a soft launch isn't fatal.
Third, the audience didn't disappear, it fragmented. Destiny players aren't gone. They're spread across dozens of games, and the ones that capture them next will be cheaper to make, faster to ship, and easier to iterate on than a decade-long live-service monolith.
For Cinevva, this is the same argument we keep making. The future isn't fewer, bigger games carried by thousand-person teams. It's many more games made by small teams and individuals, shipped instantly in the browser, where the cost of trying something is low enough that one miss doesn't end a studio. The economics that just ended Destiny 2's development are the economics we built the platform to avoid.
References
- Bloomberg: Bungie Plans Layoffs After Ending Destiny 2 Development
- TechTimes: Bungie Confirms Third Layoff Wave, Destiny 3 Ungreenlighted, Destiny 2 Ends June 9
- Shacknews: Destiny 2 developer Bungie facing more layoffs
- The Game Post: Bungie planning significant layoffs, no Destiny 3 in development
- GameRant: Every Video Game Layoff and Studio Closure in 2026 So Far