Riot Games’ ambitious fighting‑game project, 2XKO, faced a harsh reality check when its chief product officer, Marc Merrill, revealed that the title would have required a massive monthly active user (MAU) count—"in the high hundreds of thousands, if not millions"—to become financially viable. This insight emerged during a conversation on The Lemonade Stand podcast, which was later highlighted by IGN.
Merrill explained that although the game struck a chord with a dedicated subset of gamers, the total player pool fell far short of the critical mass needed to underpin the live‑service infrastructure the studio had envisioned. The development of 2XKO was halted in August, a decision driven by the fact that operational costs far outpaced revenue, and player engagement metrics remained relatively static even after the rollout of significant content updates. Despite the cessation of active development, the game remains accessible at no cost on PC, PlayStation 5, and Xbox Series X|S, with Riot committing to keep the servers running at least through 2026. Merrill also pointed to external market forces as contributing factors, specifically the launch of Capcom’s Street Fighter 6.
He noted that the timing was unfortunate: "We had a window to do some great things for the fighting‑game community, and then Street Fighter 6 arrived, which was about eight years after we began work on 2XKO." This competition for player attention and spending power compounded the challenges of building a sustainable audience. Reflecting on the internal dynamics, Merrill praised the talent and dedication of the development team, describing them as "awesome" and "really talented" who produced a beautiful game.
The team had already communicated their roadmap and aspirations to the community, prompting a hopeful stance: "We thought, let’s keep going, give it to the community, see what happens." He added a note of regret, suggesting that an earlier release—ideally years before Street Fighter 6—could have allowed 2XKO to make a "really significant impact" on the fighting‑game landscape. This sentiment underscores the importance of timing in the highly competitive esports and fighting‑game markets, where new titles must capture audience interest before larger, established franchises dominate the conversation. The origins of 2XKO trace back to Riot’s 2016 acquisition of Radiant Entertainment. Radiant had previously introduced a free‑to‑play fighting prototype called Rising Thunder, which debuted in an alpha state in 2015.
Rising Thunder served as a key inspiration for 2XKO’s design philosophy. After the acquisition, Riot withdrew Rising Thunder from commercial storefronts and eventually cancelled its further development, later releasing the game's code as open source in 2017.
Merrill explained that Riot’s vision was to blend the "simple controls and cool concept" of Rising Thunder’s 1v1 fighting mechanics with the rich lore of the League of Legends universe—specifically the Cannon brothers—and to layer on a competitive ecosystem characteristic of Riot’s other titles. This hybrid approach aimed to deliver a fresh yet familiar experience that could attract both fighting‑game enthusiasts and fans of Riot’s broader IP.
However, the project encountered internal turbulence. Leadership changes within Riot led to a lack of strategic alignment, resulting in what Merrill described as "managerial fracturing." Teams received mixed messages regarding priorities and direction, which hampered cohesive progress. In hindsight, Merrill took responsibility, stating, "We've got nobody to blame but ourselves," acknowledging that miscommunication and shifting goals played a role in the eventual outcome.
The broader lesson from 2XKO’s journey highlights several critical factors for live‑service games. First, achieving a substantial MAU base is essential; without it, even a well‑crafted game can become financially untenable.
Second, market timing is crucial—launching a new title too close to a heavyweight competitor can siphon away potential players. Third, internal alignment and clear strategic direction are non‑negotiable; fragmented leadership can derail even the most promising projects.
For the fighting‑game community, 2XKO remains a poignant example of what could have been. The game is still playable, and its servers will stay online for several more years, offering players a chance to experience the fruits of the development team’s effort.
While it may not have achieved the scale Riot hoped for, 2XKO’s legacy provides valuable insights into the complexities of building a live‑service fighting game in today’s crowded market.