The Scottish development house Build a Rocket Boy has once again entered the headlines, this time for a fresh round of staff layoffs that follows a troubled launch of its flagship title, MindsEye. The game, billed as an ambitious action‑adventure experience, debuted in June 2025 to a chorus of criticism.
Early adopters quickly highlighted a litany of technical problems, ranging from persistent bugs to severe performance drops on both console and PC platforms. The launch was further marred by the abrupt cancellation of several high‑profile marketing streams that had been sponsored to generate buzz, leaving many fans feeling abandoned. Review aggregators reflected the disappointment, assigning the title low scores that underscored the gap between the studio’s lofty aspirations and the final product delivered. In the wake of the negative reception, Build a Rocket Boy acted swiftly to trim its workforce.
Initial reports suggest that roughly 300 developers were let go shortly after MindsEye hit the market. These cuts were part of a broader effort to stabilize the company’s finances and refocus resources on post‑launch support.
Despite the reductions, the team continued to ship patches and updates, attempting to address the most glaring issues. In November, the studio rolled out a "free starter pack" trial across all platforms, a move intended to attract new players and give existing ones a taste of the game’s core mechanics without the initial purchase barrier.
The layoffs did not stop there. Earlier this year, additional redundancies were confirmed, though the exact numbers remain undisclosed.
By February, Build a Rocket Boy attempted to shift the narrative by announcing a "new phase of ongoing development" for MindsEye. This communication marked the studio’s first significant public relations effort since the game’s troubled debut. The message aimed to reassure the community that development was still active and that future content updates were on the horizon.
March brought another notable development: IOI Partners, the publishing arm of the well‑known IO Interactive, and Build a Rocket Boy formally concluded their publishing agreement for MindsEye. The termination of this partnership hinted at deeper strategic challenges, as the two companies had previously collaborated to bring the title to market and support its post‑launch lifecycle.
According to a recent report from IGN, multiple current and former employees of Build a Rocket Boy have confirmed that further layoffs have taken place, though the precise scale of these cuts remains vague. Among those who publicly disclosed their departure is Dan Hawkins, who served as the principal talent acquisition partner and head of HR operations for the studio. Hawkins announced his exit via a heartfelt LinkedIn post, writing, "With a very heavy heart I raise my green banner, along with the rest of my colleagues at Build a Rocket Boy." He reflected on his nearly five‑year tenure, noting that he was the first hire for the internal recruitment team and helped grow the studio’s headcount from roughly 200 to 550 employees in a relatively short span. Hawkins expressed gratitude for the opportunity to work alongside a talented roster of colleagues, while also indicating his willingness to explore new opportunities both within and beyond the gaming sector.
Hawkins added that he would remain with the company "until the very end," assisting the HR department in wrapping up ongoing responsibilities. His statement underscores a common scenario in the industry where senior staff stay on to facilitate transition processes during downsizing events. An insider familiar with the studio’s internal dynamics told IGN that, even if the remaining workforce were to be eliminated, Build a Rocket Boy might not be formally dissolved.
This suggests that the company could retain a legal shell, perhaps to manage existing contracts, intellectual property, or to keep the door open for future reorganization. When approached for comment, Build a Rocket Boy declined to provide a statement, leaving many questions unanswered.
The impact of the layoffs extended beyond the office walls. In July, a group of employees staged a protest outside the studio’s Edinburgh headquarters.
Demonstrators voiced their discontent over an "all‑expenses‑paid" fan event that the company had organized, arguing that such a celebration was tone‑deaf given the recent wave of job cuts. The protest highlighted the tension between corporate promotional activities and the morale of a workforce facing uncertainty.
The broader context of Build a Rocket Boy’s situation reflects a pattern seen across the gaming industry, where ambitious projects sometimes falter due to technical shortcomings, rushed timelines, or mismatched market expectations. When a title fails to meet critical and commercial benchmarks, studios often resort to cost‑cutting measures, including layoffs, to preserve cash flow.
However, such actions can have cascading effects on employee morale, public perception, and the long‑term viability of the brand. Looking ahead, the future of MindsEye remains uncertain.
While the studio continues to release patches and has hinted at upcoming content, the dwindling staff base may limit the scope and speed of future development. Moreover, the loss of the publishing partnership with IOI Partners could further constrain the game’s distribution and marketing capabilities. For fans and investors alike, the key questions revolve around whether Build a Rocket Boy can stabilize its operations, rebuild trust with its community, and ultimately deliver a product that aligns with the original vision that generated so much early excitement.
In summary, Build a Rocket Boy is navigating a turbulent period marked by multiple rounds of layoffs, a strained relationship with its publishing partner, and public criticism over its handling of post‑launch support for MindsEye. The company’s leadership, represented by figures like Dan Hawkins, appears committed to seeing the process through, yet the path forward is fraught with challenges. As the industry watches, the outcome will likely serve as a case study in how studios manage the fallout from a high‑profile launch that did not meet expectations, and how they balance financial realities with the aspirations of both their employees and their player base.