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Turbulence at Full Circle: Skate Developer Announces Layoffs Amidst Early Access Restructuring

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Full Circle Restructures: Skate Developer Announces Layoffs Amidst Early Access Phase

In a significant development for the gaming industry, Full Circle, the studio responsible for the highly anticipated new

Skate game, has confirmed it is undergoing a major restructuring that includes staff layoffs. This announcement comes less than six months after skate. made its early access debut on September 15, 2025, raising questions about the game’s trajectory and the broader challenges facing live-service titles.

The Road Ahead for Skate.

While the exact number of roles impacted by these changes remains undisclosed, Full Circle has issued a statement addressing the situation. “We’re reshaping Full Circle to better support skate.

’s long-term future,” the developer stated. “These shifts mean making changes to our team structure, and some roles will be impacted. The teammates affected are talented colleagues and friends who helped build the foundation of

skate. Their creativity and dedication are deeply ingrained in what players experience today. This decision is not a reflection of their impact and we’re committed to supporting them through this transition.”

Engadget has reached out to EA, Full Circle’s parent company, for further details regarding the layoffs and will provide updates as more information becomes available.

A Shifting Vision for the Franchise

Full Circle was established by EA in 2021, bringing together experienced development talent, including veterans from the original Skate series. Historically, Skate carved out its niche as a more realistic alternative to the arcade-style gameplay of the Tony Hawk’s Pro Skater series. However, the new iteration, skate., marks a notable departure from its predecessors.

Unlike previous Skate titles, which were premium, paid experiences offering both single-player and multiplayer modes, skate.

has embraced the free-to-play, live-service model, relying on microtransactions for revenue. This strategic pivot reflects a broader industry trend but also introduces a unique set of challenges.

The Live-Service Landscape: A Treacherous Path

The 2020s have proven to be a particularly challenging decade for launching and sustaining live-service games. Recent examples, such as the struggles of Concord and Highguard, underscore the difficulty in capturing and maintaining player engagement in a crowded market. Despite Full Circle’s announcement highlighting “tens of millions” of players who have tried the new Skate game, speculation suggests that a potential struggle to retain player interest and drive microtransaction spending could be a primary catalyst for the current restructuring.

The decision to restructure and lay off staff so soon after the game’s early access launch signals a critical juncture for skate.

and Full Circle, as they navigate the complexities of evolving player expectations and the demanding economics of the live-service model.


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