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Ashes of Creation Cancelled

Ashes of Creation? More like Ashes of Cancellation…

André Ramos

2/2/26, 8:05 PM

Updated on

2/2/26, 8:05 PM

Ashes of Creation cancelled and in total collapse

For years, Ashes of Creation was marketed as the MMO that would change the genre. A living world, cities evolving based on player actions, social and political systems with real impact, a dynamic economy — it was always presented as the project aiming to go further than any other.


Expectations had been building since 2016: crowdfunding campaigns, alpha phases, ambitious promises, and a loyal community following every step of development. Ashes of Creation became the most ambitious upcoming MMO and one of the most anticipated by fans of the genre.


But when it finally reached Steam Early Access, reality looked very different.


The launch brought initial excitement, but complaints quickly piled up: technical issues, systems that still weren’t at the level that had been promised, mechanics that felt unfinished, and a general sense that the game had arrived too early for an audience expecting something far more polished. The conversation around the game began to shift — less hype, more frustration. But were the fans’ expectations simply too high?


What was supposed to mark the beginning of the project’s big phase ended up feeling like the beginning of the end. Interest dropped, trust started to crumble, and the narrative changed from “this is going to be huge” to “is it even worth it?” Over the years, many content creators and reviewers shared their opinions: “not worth it,” “throwing money away,” “don’t get into this.”


The outcome was harsh: Ashes of Creation was officially canceled. A project with years of history, millions invested, and a player base full of anticipation came to an abrupt end, leaving the community in shock and trying to understand how everything unraveled so quickly.

Internal crisis, layoffs, and management that raises more questions than answers

If the state of the game was already worrying, what happened internally took the situation to another level.


Things truly began to fall apart at the end of January 2026, when Steven Sharif — co-founder and creative director of Intrepid Studios — announced he was stepping down from his position “in protest” over internal management decisions that, according to him, he could not ethically support.


From that point on, a chain of events made the project’s end increasingly clear. Several senior team members also resigned, including high-profile figures within the studio. Management issued notices under the U.S. WARN Act (a federal law requiring companies with 100 or more employees to provide 60 days’ written notice before facility closures or mass layoffs), which essentially signaled that large-scale layoffs were about to happen with immediate effect — something that typically points to an imminent company shutdown.


A few days later, it became clear that the vast majority of the roughly 200 developers had been laid off and that Intrepid Studios had, in fact, shut down.


Amid all this turmoil, new questions emerged that only deepened the controversy: despite Sharif speaking about a “loss of control” over the board, public records indicated that the company’s board consisted only of him and his husband, John Moore — raising doubts and skepticism within the community about the company’s true internal structure.


Even though the game remains technically available on Steam and is still being sold for 49.99€, its future is now virtually nonexistent. It’s estimated that more than 319.000 people purchased the title, generating tens of millions of dollars in revenue, which has led to a massive wave of players requesting immediate refunds through Valve’s platform.


Some fans are already discussing potential class-action lawsuits, claiming the game was abruptly abandoned and that promises made during the Kickstarter campaign and throughout development were not fulfilled — although the implementation of early access technically voided some of the original refund conditions.


In the end, Ashes of Creation went from being one of the MMO genre’s most dreamed-about projects to one of the most controversial failures of recent years — a clear warning about the risks of long development cycles, opaque internal structures, and expectations that exceed what even a large team can realistically deliver. It also became even clearer that many teams don’t know how to properly use the early access model, making it increasingly undesirable in the eyes of many consumers. Still, this doesn’t apply to everyone: success stories like Baldur’s Gate 3 show that when a team knows how to manage early access and maintains constant communication with its community, great games can be made.

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Hi! I'm André and I'm the founder of GAMR. In my spare time, I do gaming streams on Twitch and also stream industry events whenever possible.

 

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