Bloober Team
Polish developer and publisher of horror games (Layers of Fear, Silent Hill 2 remake), listed on the Warsaw Stock Exchange.
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Reports about Bloober Team
14 documents by other writers name Bloober Team in the title or summary.
- Founded
- 2008
- Country
- Poland
- Games
- Cronos: The New Dawn, Silent Hill, Silent Hill 2, Star Trek: Shadow Frontier, Saw: Genesis, A-Men 2, A-Men, Layers of Fear: Inheritance, Brawl
Company data from IGDB.com
Games Media Crisis Deepens, Bloober Hunts Weird Horror Titles, and New York Games Week Soft Launches
This weekly edition of The Game Business newsletter and podcast, published October 1, 2026 by Christopher Dring, covers games media layoffs, Bloober Team's new horror publishing ambitions, and the abrupt launch of New York Games Week, along with a roundup of industry news.
- The games media industry is facing severe contraction, with recent layoffs at Future (Gamesradar/Techradar), Metro, and Popverse following earlier cuts at IGN and Restart, driven by declining search traffic and the rise of AI.
- Bloober Team is expanding its horror portfolio through its 'Broken Mirror' label, which currently has five projects in development, including the licensed title 'Saw: Genesis' and the Switch 2 exclusive 'Onyx: The Dark Grip'.
- New York Games Week is soft-launching on October 4, 2026, as a decentralized event series intended to test a new industry gathering model before a full-scale rollout in 2027.
Games media crisis deepens, Bloober hunts weird horror titles, and New York Games Week launches
The games media landscape is currently undergoing a period of profound instability, marked by widespread layoffs and a fundamental shift in audience acquisition as AI-driven search algorithms disrupt traditional traffic models.
- The games media sector is facing significant instability due to layoffs and AI-driven search algorithms disrupting traditional traffic models, leading to a shift toward niche publications and podcasts.
- Bloober Team is launching the 'Broken Mirror Games' label, led by Tymon Smektała, to expand into a global horror platform by managing two first-party and five second-party titles.
- New York Games Week is debuting as a decentralized event model that utilizes existing city infrastructure and coordinates with New York Comic-Con to replace traditional, rigid trade show formats.
The new Paramount Games: 'We are not looking to chase GTA'
Paramount Games has established an integrated business unit designed to transform the company’s intellectual property into a cornerstone of its broader entertainment strategy.
- Paramount Games has launched an integrated business unit that combines internal studios and a dedicated publishing arm to transition from traditional licensing to a sustainable, high-quality production model.
- The company is pursuing a 'responsible ambition' strategy that prioritizes narrative-driven AAA experiences over the high-risk, massive-budget development models used by industry giants like Rockstar Games.
- Creative authenticity is maintained by pairing specific intellectual properties with developers who have a genuine passion for the source material, exemplified by the partnership with PlatinumGames for 'Teenage Mutant Ninja Turtles: The Last Ronin'.
The New Paramount Games Isn’t Like the Old Paramount Games
Paramount's newly unveiled games division is pursuing a markedly different strategy from its failed 2011 push into digital games, according to an interview with Shawn Kittelsen, senior vice president and head of creative and production at Paramount Games.
- Paramount Games is shifting its strategy toward 'cost-effective AAA' titles, explicitly avoiding the massive, high-risk budgets associated with industry-standard blockbusters like GTA.
- The company aims to release multiple titles per year across its portfolio, leveraging established properties like SpongeBob and Nick Toons alongside new original IP to ensure consistent audience engagement.
- Paramount has partnered with Platinum Games to develop 'Teenage Mutant Ninja Turtles: The Last Ronin,' signaling a move to prioritize development partners who demonstrate genuine passion for the source material.
There Are Plans for Bolder Star Trek Video Games
Paramount Games Group is planning a more ambitious push for Star Trek in video games, moving beyond the niche, PC-centric titles that have defined the franchise recently.
- Paramount Games Group is shifting its Star Trek strategy away from niche PC strategy and VR titles toward large-scale, multi-platform releases for PC, PS5, and Xbox Series.
- Bloober Team is developing the first flagship title, 'Star Trek Shadow Frontier,' a psychological survival-horror game featuring Ro Laren that is modeled after 'Dead Space' and 'Hellblade'.
- Paramount has designated Star Trek as one of its 'big four' franchises, alongside Avatar: The Last Airbender, Teenage Mutant Ninja Turtles, and Spongebob Square Pants.
Azerion Q3 2025 Interim Report
Azerion's third quarter of 2025 marked a strategic narrowing toward digital advertising and AI/multi-cloud services, anchored by the July sale of Whow Games to DoubleDown for €55M upfront plus up to €10M in earn-out.
- Azerion's Q3 2025 revenue rose 8% year over year to €119.8 million, driven by growth in its core Advertising Platform and AAA Game Distribution segments.
- Adjusted EBITDA increased 13% to €14.4 million, which the company attributes to cost discipline and operational efficiencies.
- Azerion is restructuring around its AI-driven advertising technology, shedding non-core gaming assets to concentrate capital on digital advertising.
Bloober Team Semi-Annual Financial Results: January-June 2025
Bloober Team's semi-annual financial report for January-June 2025 reveals a significant shift in its market distribution and a decline in overall financial performance.
- Bloober Team's H1 2025 revenue reached 45.79 million zlotys ($12.63 million), a 6.4% decline compared to the same period in 2024.
- Asia has become the studio's primary market, accounting for 63.99% of total revenue following new distribution agreements in China, Hong Kong, Macau, and Taiwan.
- North American revenue share dropped significantly as sales in the region nearly halved, falling to 31.8% of total income.
LEGO Batman: Legacy of the Dark Knight was the biggest announcement of Gamescom 2025
Gamescom 2025 served as a critical barometer for the global gaming industry, reflecting a landscape defined by cautious optimism and a strategic pivot toward sustainable development.
- LEGO Batman: Legacy of the Dark Knight was the top commercial performer at Gamescom 2025, leading the event in new wishlists and media coverage.
- Hollow Knight: Silksong continues to exert significant market pressure, forcing smaller developers to reschedule releases to avoid direct competition with the title.
- Industry analysts are shifting focus from traditional metrics like wishlists toward deeper engagement indicators, such as community activity on platforms like Discord.
The Game Industry of Poland: 2025
Poland's game industry in 2025 is a large, export-driven sector under strain.
- The provided report content contains only the title and author credits, lacking the body text, statistical data, or specific industry findings required to generate factual insights.
- Due to the absence of substantive data in the provided source, it is impossible to extract growth rates, company performance metrics, or industry trends for the Polish game industry in 2025.
- The source material consists exclusively of administrative metadata regarding the report's contributors and institutional affiliations.
A Random Walk Through the Polish Videogame Sector (Part 2)
The Polish videogame sector presents a mixed landscape of financial performance and strategic approaches among its key developers.
- The Polish gaming sector is defined by a dichotomy between high-risk, overextended studios like Bloober Team, PCF Group, and CI Games, and disciplined, cash-rich developers like Creepy Jar.
- Large-scale studios frequently face systemic financial instability and persistent funding risks, often requiring external capital raises to maintain operations.
- Creepy Jar demonstrates the viability of a disciplined, single-project strategy, though its future valuation remains highly sensitive to the success of upcoming titles like StarRupture.
Silent Hill 2 Remake Impresses on Live Streaming
The "Silent Hill 2 Remake" demonstrated strong performance on live-streaming platforms, exceeding initial skepticism from fans.
- The Silent Hill 2 Remake generated nearly 16 million hours watched and 404,000 peak concurrent viewers during its first week of release.
- The game achieved 315,000 hours of airtime, indicating broad interest across a wide range of creators rather than reliance on a few top-tier streamers.
- Silent Hill 2 Remake outperformed the Resident Evil 2 remake by approximately 1 million hours watched during its debut week.
(Un)known Polish Places: Strategies of Foreignization and Domestication in Polish Video Games
This paper examines how Polish video game developers deploy two localization strategies, foreignization and domestication, borrowed from translation studies, to position their products for international markets.
- Polish video game developers use two localization strategies borrowed from translation studies: domestication (standardizing gameplay, visuals, and narrative for global accessibility) and foreignization (preserving local places, languages, and historical references to stand out).
- A 2020 industry report indicated that roughly 97% of Polish studios' revenues came from foreign players, giving domestication considerable economic weight.
- The authors treat these strategies as production-level design decisions rather than purely linguistic ones, reflecting a tension between local cultural identity and a globalized digital market.
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