Concord is dead. It’s been dead for over a year. And yet, it’s never been more relevant. Last year, Sony shut down the team-based sci-fi shooter just two weeks after launch – one of the most catastrophic gaming failures in history. But here’s what makes this truly significant: in November 2025, UK government officials brought up Concord during parliamentary debates about video game consumer protection laws. A failed game from September 2024 has become so symbolically important that it’s being cited as evidence in government chambers. When that happens, you know a game’s failure represents something much larger than a simple commercial flop.
The Shortest Life of a Triple-A Game
Let’s establish what happened. Concord launched on August 23, 2024, for PlayStation 5 and PC. By September 6, 2024 – just two weeks later – Sony announced the game was being shut down permanently. All sales ceased immediately. Every player who purchased the game received a full refund. The servers went offline. Concord was no longer playable, period. Within months, Firewalk Studios, the developer behind the game, was completely shut down. 172 employees lost their jobs.
The speed of the collapse was staggering. Concord holds the distinction of having the second-shortest service life of any online game ever. Only “The Culling 2” beat it, lasting just eight days. For a game that reportedly spent eight years in development and cost tens of millions of dollars to create, two weeks represents an unimaginable failure. Not just a commercial failure. A complete, total, absolute failure.
Why It Failed So Spectacularly
On paper, Concord looked competent enough. It was a team-based hero shooter in the vein of Overwatch and Valorant. It had colorful characters, interesting mechanics, and the backing of a massive corporation. But “competent enough” wasn’t good enough. The gaming landscape in 2024 was already saturated with hero shooters, most of which were free-to-play. Concord decided to charge $40 upfront. For a game with no established player base competing against free alternatives, that was a death sentence.
The actual gameplay didn’t differentiate itself enough from existing competitors. Critics called the character designs generic. The maps weren’t particularly interesting. The mechanics, while functional, didn’t offer anything players couldn’t find elsewhere. But most damningly: the timing was terrible. Eight years of development meant the game felt outdated the moment it launched. Market trends had evolved. Player expectations had shifted. By 2024, players expected hero shooters to be free-to-play with a constant stream of updates. Concord was asking them to pay upfront for something they’d already tried better versions of for free.

The Player Count That Said It All
The numbers were horrifying. On Steam, Concord peaked at 697 concurrent players across the entire world. Fortnite regularly has millions playing simultaneously. Counter-Strike 2 broke 1.3 million concurrent players. Even niche games had more concurrent players than Sony’s big-budget new release. Within two weeks, it became clear that the game would never recover. The player base wasn’t just small – it was actively shrinking. Refund requests started coming in immediately.
For a live-service game, a shrinking player base is a death spiral. Live-service games need engagement to sustain content creation. Content creation requires money. Money requires a viable player base to purchase cosmetics and battle passes. If no one’s playing, nobody’s spending, and the economic model collapses. Concord entered this death spiral instantly.
Why UK Government Cares Now
Fast forward to November 2025. UK government officials are debating consumer protection laws for video games. And they’re bringing up Concord as a case study. Here’s why that matters: Concord represents a fundamental problem with how the modern gaming industry treats consumers. Players spent money on a game that existed for 14 days. Then it was gone. Permanently. No coming back. No “maybe we’ll relaunch it.” It’s just over.
For decades, people could buy a game and own it forever. You could play a 20-year-old cartridge and it would still work. But live-service games changed that dynamic. Games now exist only as long as companies decide to run the servers. When those servers go down, your purchase becomes worthless. You own nothing. Concord is the most extreme version of that reality, but it’s not unique. Games go offline constantly. Players lose access to games they paid for all the time.
The UK government is asking: should this be legal? Should companies be allowed to sell you something that can disappear forever? Should players have consumer protections that guarantee access to the product they purchased? Concord became the poster child for this exact question because it was so egregious – a major company taking down a full-priced game after two weeks.
| Metric | Concord | Comparison | 
|---|---|---|
| Time Alive | 14 days | Second shortest ever (The Culling 2 = 8 days) | 
| Development Cost | $200+ million (estimated) | One of the most expensive failures | 
| Peak Concurrent Players (Steam) | 697 | Counter-Strike 2 peak: 1.3 million | 
| Employees Lost | 172 (Firewalk) + 38 (Neon Koi) | 210 total jobs | 
| Development Time | 8 years | Unusually long for a shooter | 
| Launch Price | $40 | Most competitors free-to-play | 
The Broader Industry Problem
Concord isn’t unique in dying, but it’s extreme in its speed and profile. Players understand that live-service games end. But Concord represents a concerning trend: massive corporations spending staggering amounts of money on projects that don’t work, failing catastrophically, and then laying off thousands of developers. This isn’t just about one failed game. It’s about an entire business model that’s increasingly unstable.
Sony spent roughly $200 million developing and marketing Concord. It had the backing of PlayStation, one of the biggest gaming brands on Earth. Professional developers worked on it for eight years. And it couldn’t attract 1,000 concurrent players worldwide. That’s a massive failure of planning, market research, and corporate decision-making. Worse, the developers who built it lost their jobs when it failed. Firewalk Studios was completely shut down. No one kept their position.
What UK Regulation Might Mean
The UK government is considering legislation that would require companies to notify players before server shutdowns and potentially provide alternatives – like releasing a single-player version or open-sourcing the game so community servers could run it. They’re also discussing whether consumers should receive refunds if a service becomes unplayable. Some proposals would require publishers to maintain game access for a minimum period after purchase.
If such regulations passed in the UK, they could set precedent globally. Companies would face legal pressure to handle game shutdowns more responsibly. Concord demonstrated the most extreme version of irresponsibility – shut it down completely with no alternatives. Regulations emerging from Concord’s failure could fundamentally change how the industry operates.
The Larger Message
What’s fascinating is that Concord’s failure became important not because of the game itself – most people had never heard of it. It became important because it crystallized a problem that players have been complaining about for years: the gaming industry’s carelessness about the products it sells and the people who create them. A failed game means layoffs. Layoffs mean people lose their livelihoods. And the cycle repeats endlessly because the industry model is fundamentally broken.
By bringing Concord into government debate, UK lawmakers are sending a message: this is no longer just an industry problem. This is a consumer protection and labor issue that governments need to address. When a major company can spend $200 million on a project, fail catastrophically, shut it down immediately, and lay off 210 people, and that’s considered normal business? That’s a systemic problem that requires systemic solutions.
FAQs
When did Concord shut down?
Concord launched on August 23, 2024, and shut down permanently on September 6, 2024. The game had a lifespan of just 14 days, making it the second-shortest-living online game ever.
How much did Concord cost to develop?
Estimates suggest Concord cost over $200 million to develop and market over its eight-year development cycle, making it one of the most expensive gaming failures in history.
Did people get refunds?
Yes. Sony issued full refunds to everyone who purchased Concord, regardless of where they bought it (PlayStation Store, Steam, Epic Games Store, etc.). All players got their money back.
What happened to Firewalk Studios?
Firewalk Studios was completely shut down in October 2024. All 172 employees were laid off. The studio no longer exists. Firewalk was an entirely self-contained development team working exclusively on Concord.
Why is Concord now relevant to UK government?
UK officials brought up Concord during parliamentary debates about video game consumer protection laws in November 2025, using it as evidence of problems with live-service games and the gaming industry’s treatment of consumers.
Could Concord make a comeback?
No. Sony permanently retired Concord and has no plans to revive it. There was briefly hope it might return as free-to-play, but Sony confirmed it’s permanently dead. The game will never be playable again.
What were Concord’s peak player counts?
Peak concurrent players on Steam: 697. Peak 24-hour players: 132. These numbers are extraordinarily low for a new PlayStation release and demonstrate the game’s catastrophic failure to attract players.
Is Concord the worst game launch ever?
Not in terms of quality, but in terms of speed to shutdown. It’s the second-shortest-lived online game ever (The Culling 2 lasted 8 days). For a triple-A release from a major publisher, it’s easily the worst failure.
Conclusion
Concord’s relevance today isn’t about the game itself. It’s about what the game represents: the unsustainable nature of modern AAA game development, the recklessness with which massive budgets are allocated, and the human cost when these projects fail catastrophically. A failed game means lay layoffs. Broken careers. Wasted talent. Wasted money.
By bringing Concord into government debates about consumer protection, UK lawmakers are asking a fundamental question: should this be allowed? Should corporations be able to sell you a product that vanishes completely with no recourse? Should developers lose their jobs when projects fail due to corporate mismanagement? These aren’t gaming questions anymore. They’re policy questions. And Concord, despite being a forgotten game to most people, has become the catalyst for changing how we think about digital ownership and corporate accountability in gaming.