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GOG Apologizes After Promotional Email for 'The End of the Sun' Contained Nazi Iconography

Martin HollowayPublished 5h ago5 min readBased on 2 sources
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GOG Apologizes After Promotional Email for 'The End of the Sun' Contained Nazi Iconography

GOG, the DRM-free PC gaming storefront operated by CD Projekt, sent a promotional email newsletter on June 5, 2024, advertising the Slavic folklore adventure game The End of the Sun — and that newsletter contained symbols closely resembling the Black Sun (Sonnenrad), a sun wheel motif adopted and propagated by the Nazi regime. Approximately half of GOG's subscriber base received the message before the company halted distribution after noticing the error, according to Yahoo Tech.

The company subsequently issued a public apology, acknowledging a cascade of production failures that allowed the newsletter to reach subscribers in its final form.

What Was in the Email

The newsletter was designed to promote The End of the Sun, a game that draws heavily on pre-Christian Slavic mythology and, as part of its authentic aesthetic, incorporates historical runic and symbolic imagery. That context matters — but it did not prevent a serious breakdown in editorial and design review.

According to Out of Games, the symbols in the newsletter resembled the Black Sun, or Sonnenrad — a twelve-spoke wheel derived from ancient sun wheel imagery that was appropriated and institutionalized by Heinrich Himmler's SS, most visibly in the mosaic floor of Wewelsburg Castle. The symbol has since become a widely recognized piece of neo-Nazi iconography and is banned outright in several European jurisdictions. Its appearance in a commercial email, regardless of the source game's intent, was immediately flagged by recipients.

A Compounding Set of Failures

In its apology, GOG described not one mistake but several, layered failures — each of which, had it been caught, might have stopped the email before it went out.

The company acknowledged that runes were placed incorrectly within the newsletter design. It used the wrong logo for The End of the Sun. The newsletter was not tested on mobile devices — a notable gap given that mobile is where the majority of commercial email is now opened. And critically, GOG's German QA team had flagged concerns, but that feedback was not ported across to other language and regional review processes.

That last point is worth dwelling on. A regional QA team did its job. The system around it failed to route the signal to where it was needed. That is an organizational and process failure, not a knowledge failure — which makes it, in some ways, the more correctable kind, but also the more embarrassing one.

GOG stopped distribution after the issue became apparent internally, but by that point roughly half of their email subscriber list had already received the newsletter. The company did not publicly disclose the total subscriber count, so the raw number of recipients remains unquantifiable from available sources.

The Review Process Gap

GOG announced that it intends to revise its newsletter review process to introduce more checkpoints and catch errors of this type earlier in the production cycle. No specific details about the new workflow — whether it involves additional human review stages, automated content screening, or structural sign-off from regional teams before global distribution — were disclosed at the time of the apology.

The broader context here is one that any organization running localized marketing at scale will recognize. Email production pipelines, particularly for gaming storefronts that operate across dozens of regional markets, tend to accumulate informal workarounds over time. Design assets get reused or repurposed. QA coverage is rarely uniform across all language variants. And the velocity of promotional campaigns — especially around game launches or sales events — creates pressure that compresses the review window. None of that is unique to GOG, and none of it excuses the outcome.

We have seen this structural pattern before, when large platforms have shipped content at speed without adequate cross-regional review — the consequences typically proportional to the sensitivity of the content involved. Nazi iconography sits at the extreme end of that sensitivity curve, which is precisely why the failure attracted immediate and widespread attention.

What It Means for GOG

GOG has spent years cultivating a reputation as an alternative to Steam with a distinct, community-oriented identity — the DRM-free positioning, the curated catalog, the emphasis on classic and indie titles. That identity means its relationship with its subscriber base carries particular weight. An incident like this does not erase that goodwill overnight, but it does impose a credibility cost that takes time and consistent follow-through to recover.

The apology itself hit the right structural notes: it named the specific failures, did not deflect to the game's source material as an excuse, and committed to process change. Whether the promised review revisions materialize into something substantive will be observable over time — the next set of promotional campaigns for niche or aesthetically unconventional titles will serve as a practical test.

The End of the Sun itself is a legitimate, well-regarded game rooted in Slavic mythology, and its development team bears no responsibility for how its promotional assets were handled on GOG's side. That distinction is worth preserving clearly in how the incident is understood.

In this author's view, the detail that separates this from a simple design error is the German QA feedback that existed but did not travel. That is the gap GOG needs to close — not just better visual review, but better signal routing from the teams most likely to recognize culturally or legally sensitive content. Fixing the former without the latter leaves the underlying vulnerability in place.

Looking Ahead

GOG's commitment to revising its review process is a necessary response. The practical question is whether the revision is structural — built into the workflow so that regional feedback becomes a gate rather than an optional input — or cosmetic. Subscribers and observers will have a reasonable basis for judgment the next time a high-volume promotional campaign goes out for a title with unconventional imagery.

The gaming industry more broadly distributes an enormous volume of promotional content across email, social, and in-client channels, often under tight timelines. The GOG incident is a concrete case study in what happens when regional expertise is siloed rather than integrated. It is the kind of outcome that, in retrospect, nearly every step of the process had the potential to prevent.