Rocksteady's Suicide Squad devs left after $200M Warner Bros write-offs, warn the industry is drifting
Associate design lead Johnny Armstrong and director Axel Rydby say the seven-year live-service push broke their motivation.

Associate design lead Johnny Armstrong and game director Axel Rydby tied their near-quit moment to Rocksteady's live-service flop, Suicide Squad: Kill the Justice League. Warner Bros. Games took reported $200 million in write-offs and layoffs followed, prompting both leaders to leave and build the indie RPG Secret of Circadia.
Suicide Squad: Kill the Justice League did not just fail to impress players. It dragged Warner Bros. Games through reported $200 million in write-offs, triggered multiple rounds of layoffs at Rocksteady, and reportedly even contributed to the cancellation of Monolith's Wonder Woman game. And in the middle of all that financial fallout, two of Rocksteady's lead development voices, associate design lead Johnny Armstrong and game director Axel Rydby, say the experience nearly convinced them to quit the industry entirely.
According to Bloomberg reporting cited by GamesRadar+, Rydby described a shift in development priorities during the game's seven-year cycle, where repeated delays increased production costs and Warner Bros. executives allegedly pushed for features designed to recoup investment. The meetings reportedly circled questions like "How many players can we reach with this feature?" and "how can we twist this design into something that can be more replayable?" Rydby told Bloomberg, "That's when I started feeling like I wasn't making games anymore." Armstrong echoed the emotional toll after launch and the blowback, saying, "I felt everything drained from me," and, "I said, 'I can't do this again. I don't know if I'm done with the industry, but I'm done.' I could feel myself coming apart at the seams."
For executives and board members, this is the part you cannot treat as just a sad anecdote. When development gets steered by internal pressure to justify spending, teams can end up building against their own incentives. A live-service model asks for long-term engagement, but the source describes a more specific dynamic: as costs swelled, the priority shifted from the project's early vision toward market-facing knobs that could be measured and sold internally. The language Rydby used is telling, not because it is dramatic, but because it is structural. If the team feels like it is "following a spreadsheet" instead of making a game, you do not just risk bad reviews. You risk retention of talent, the kind of invisible asset that later becomes expensive to replace.
The second-order consequences showed up quickly in corporate behavior. The source notes reported $200 million in write-offs and multiple rounds of layoffs at Rocksteady following the game's failure. It also notes reported cancelation of Monolith's Wonder Woman game, tying that outcome to the broader fallout. Even without more detail, the pattern is familiar to anyone watching the industry: when a major franchise underperforms, companies often tighten budgets across the slate. That belt-and-suspenders response can cascade, pulling resources away from experimentation and reinforcing the very approach that created the problem in the first place.
Now add the human layer. Armstrong and Rydby are not described as permanently done with games, but they did leave Rocksteady after Suicide Squad and are now joining forces on an indie retro deckbuilder RPG called Secret of Circadia. The project has raised $1500 in Kickstarter funding. While the number is tiny compared with AAA budgets, the strategic contrast is the point: going independent is portrayed in the source as helping Rydby rediscover his love for game development, rather than being trapped in the logic of chasing sales potential.
Rydby's warning lands as a direct critique of the incentive system publishers use when they emphasize sales potential over developer passion. In the source, he says, "I think as an industry we are severely losing our way." He explains that it used to be passion projects people hoped others would love, and that it felt amazing when they did. He then says the industry moved toward, "Let's hope it sells. Let's hope we get money from it." That is not just nostalgia. It is a description of a decision framework. When the framework shifts from creative conviction to monetization outcomes, it can alter everything from production schedules to feature scope, especially in long-cycle live-service development.
For decision-makers, there is also a governance implication. The source describes Warner Bros. executives gradually pushing for features meant to help recoup investment. That means internal stakeholders were actively modifying priorities during development. Boards and senior leadership should treat that as a control problem, not just a creative disagreement. If the right trade-offs are unclear, teams absorb the uncertainty and burn out. If executives cannot clearly explain the business logic behind feature pivots, the team experience described in the source, "I was following a spreadsheet," becomes more likely. And when that happens, you might get a game that misses on both sides: it does not satisfy players and it still does not satisfy financial targets.
So what happens next? Armstrong and Rydby are betting on a different model with Secret of Circadia, aiming for a Kickstarter goal of $11,382. If they hit it, the result will not automatically prove or disprove live-service strategy. But it will offer a clean experiment in creator-led development after an expensive live-service reckoning. For peers in similar roles, the stakes are obvious: the talent pipeline, not just the P&L, is what breaks first when a studio feels it is building to satisfy spreadsheets instead of building games people want. The industry cannot afford that kind of talent attrition and call it normal.
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