Hasbro is investing nearly a billion dollars in traditional PC and console games and has firmly rejected free-to-play models. Despite current market pressures, CEO Chris Cocks is deliberately focusing on classic single-player experiences with a fixed price tag and 40 to 50 hours of content.
Since 2018, Hasbro has quietly built a massive internal gaming network. The budget was invested in establishing six in-house studios and a central publishing structure in Montreal. The first two major results of this strategy are already slated for release in 2027: the newly announced D&D action-adventure Warlock and the sci-fi epic "Exodus".
That a toy giant isn't pumping these sums into the extremely lucrative but completely saturated live-service market is a calculated risk. Cocks argues against TheGameBusiness Statistically speaking, the chance of mega-success for service games is in the low single-digit percentage range. If the project fails, it usually results in a total loss. A well-produced premium game, on the other hand, recoups a large portion of its development costs even with moderate success.
Why the change of course is still possible despite studio closures
The strategy seems contradictory at first glance. Hasbro recently discontinued the Star Wars Veteran's D&D Project Stig Asmussen left Giant Skull and closed GI Joe's studio, Atomic Arcade. These steps, however, were not a departure from gaming, but rather a tough adjustment to exploding development costs.
Hasbro is responding to the changed conditions since 2018. Production in expensive North America is being restructured in favor of more cost-effective development regions like Eastern Europe and strategic partnerships, such as a joint venture with Saber Interactive. The goal remains the same: Hasbro no longer wants to rely solely on licensing agreements with partners like Larian (Baldur's Gate 3), but rather establish its own brands.
For core gamers, this news is a much-needed signal in an industry dominated by microtransactions. With "Exodus," the studio Archetype is sending a team into the fray comprised largely of former BioWare (Mass Effect 2 & 3) talent.
Hasbro is deliberately filling the gap that traditional developers in the cinematic story-driven RPG genre have been leaving for years. Instead of keeping players glued to the screen with daily quests and season passes, they're returning to classic virtues: compelling stories, clear gameplay feedback, and a defined ending after 50 hours. Whether this approach pays off financially will ultimately be determined by the sales figures of "Exodus" and "Warlock." The foundation for high-quality single-player content is certainly in place.

That makes it even more incomprehensible that Asmussen's game is no longer being supported!