Skip to main content

Supermassive Games

CompanyUnited Kingdom

5 documents in the library are about Supermassive Games, from writers such as Game Developers Conference, Game World Observer and Hit Points. Each has a summary and key insights with the page they come from.

Documents
5
newest 13 Aug 2026
Steam revenue
$64.3M
estimate, its games

Connections

The documents about Supermassive Games on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as publisher
$1.9M
1 games
Revenue as developer
$64.3M
10 games
Units sold
2.6M
as publisher or developer
Headquarters
United Kingdom

Supermassive Games’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
The QuarryDeveloper2022$24.9M764K
The Dark Pictures Anthology: Man of MedanDeveloper2019$9.1M514K
Little Nightmares IIIDeveloper2025$7.3M267K
The Dark Pictures Anthology: House of AshesDeveloper2021$7.0M332K
The Dark Pictures Anthology: The Devil in MeDeveloper2022$5.5M189K
The Casting of Frank StoneDeveloper2024$4.6M178K
The Dark Pictures Anthology: Little HopeDeveloper2020$3.9M325K
Directive 8020Developer and Publisher2026$1.9M49K
The Dark Pictures Anthology: House of Ashes - Friend's PassDeveloper2022—18K
The Dark Pictures Anthology: The Devil in Me - Friend's PassDeveloper2023—8,520

Documents about Supermassive Games

Cover of Is the Stop Killing Games Campaign destined to fail?
58 min
The Game Business58 min

Is the Stop Killing Games Campaign destined to fail?

The Stop Killing Games campaign seeks to establish legal mandates for the preservation of online-only titles, aiming to protect consumers from losing access to purchased software when developers sunset servers.

  • The 'Stop Killing Games' campaign faces significant legislative hurdles in the UK, EU, and California due to fundamental conflicts with existing intellectual property and consumer protection laws.
  • Technical dependencies in live-service architectures, such as third-party assets, licensed music, and proprietary middleware, often prevent developers from legally releasing or preserving software even when they are willing to do so.
  • Industry trade bodies oppose mandatory preservation initiatives, arguing that a one-size-fits-all legislative approach is incompatible with the diverse operational needs of studios ranging from independent developers to major publishers.
The Game BusinessAug 2026
Cover of Session:Using High-Quality Cinematics To Nail Your Pitch Without Breaking The Bank - Robert Craig.
19 min
PocketGamer.biz19 min

Session:Using High-Quality Cinematics To Nail Your Pitch Without Breaking The Bank - Robert Craig.

The presentation outlines a methodology for creating high-quality, cinematic game pitches and trailers using Unreal Engine 5, emphasizing efficiency and cost-effectiveness.

  • Unreal Engine 5 tools like Nanite and Lumen allow developers to bypass traditional, time-consuming workflows such as retopology, enabling high-quality cinematics to be produced with minimal budgets and small teams.
  • The Metahuman framework, combined with digital casting via 3D scan libraries, allows for efficient creation of realistic characters by ingesting raw scans into the Metahuman rig for shading and animation.
  • A physically based lighting and camera workflow—matching real-world lux values for specific times of day to engine directional lights and HDRI—creates consistent, cinematic results that are easily adjustable shot-to-shot.
PocketGamer.bizFeb 2026
Cover of Over 2,000 Games Industry Professionals Lost Their Jobs in February, 5x Year-Over-Year
Article

Over 2,000 Games Industry Professionals Lost Their Jobs in February, 5x Year-Over-Year

The global video game industry experienced a significant surge in workforce reductions during February 2024, with at least 2,027 professionals losing their jobs.

  • The video game industry recorded at least 2,027 layoffs in February 2024, a fivefold increase compared to the 386 jobs lost in February 2023.
  • Total industry layoffs for the first two months of 2024 have already exceeded 8,000, putting the sector on track to surpass the 10,500 total layoffs documented in all of 2023.
  • Sony Interactive Entertainment accounted for the largest share of February's reductions with 900 job cuts, including the closure of London Studio and staff reductions at Naughty Dog, Insomniac Games, and Guerrilla Games.
Game World ObserverMar 2024
Cover of Legacy Thinking
Article

Legacy Thinking

The game industry experienced a period of significant contraction in late February 2024, characterized by widespread layoffs and studio closures across both independent and major corporate entities.

  • PlayStation announced 900 job cuts, representing approximately 8% of its global workforce, which includes the total closure of the 22-year-old London Studio and layoffs across Naughty Dog, Insomniac, Firesprite, and Guerrilla Cambridge.
  • EA is laying off 670 employees (roughly 5% of its global staff), shuttering its Ridgeline Games studio, and cancelling a planned Star Wars first-person shooter from Respawn Entertainment.
  • Supermassive Games has initiated redundancy processes for nearly half of its 300-person staff, aiming to eliminate 90 positions, while Deck Nine is cutting 20% of its workforce due to worsening market conditions.
Hit PointsFeb 2024
Cover of 'Dark Pictures: Season 1': 4 games in 4 years: Audio Systems for Narrative Horror
57 min
Game Developers Conference57 min

'Dark Pictures: Season 1': 4 games in 4 years: Audio Systems for Narrative Horror

Supermassive Games successfully navigated the challenges of an aggressive annual release schedule for the Dark Pictures Anthology by shifting from traditional, linear audio pipelines to systemic, procedural frameworks.

  • Supermassive Games developed a systemic, runtime-driven audio architecture for 'The Dark Pictures Anthology' to deliver cinematic quality without relying on linear, pre-rendered cutscene pipelines.
  • To manage performance in titles like 'House of Ashes,' which featured up to 50 enemy soldiers and 11 friendlies, the team implemented a distance-based culling system for audio events and emitters to respect CPU constraints.
  • The studio developed a '50% Center Bias' panning system for dialogue and Foley, which prevents immersion-breaking harsh cuts by constraining audio panning to half of the character's actual position relative to the listener.
Game Developers ConferenceAug 2023