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Netflix Closes Two Internal Game Studios Weeks After Praising Their Performance

Martin HollowayPublished 14h ago4 min readBased on 4 sources
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Netflix Closes Two Internal Game Studios Weeks After Praising Their Performance
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Netflix confirmed on August 13, 2026 that it is shutting down Night School Studio and Moonloot Games, two studios within its in-house gaming operation, along with an undisclosed number of job cuts across its games team. Game File

Night School Studio, based in the United States, was Netflix's first game studio acquisition, picked up in September 2021 as the streaming company built out its video game business. The studio developed Oxenfree II: Lost Signals, the Black Mirror: Thronglets app, and Unhinged, a smartphone-controlled horror game built for Netflix's cloud-based TV gaming effort — meaning players could stream the game to their TV and use their phone as a controller, with no console required. Engadget

Moonloot Games, based in Helsinki, was founded by Netflix in September 2022 to build original mobile titles. Its planned closure alongside Night School narrows Netflix's internal game development footprint to fewer first-party studios.

The closures arrive less than a month after Netflix co-CEO Gregory Peters publicly praised both studios' output. On the company's Q2 2026 earnings call, held July 16, Peters singled out Unhinged and the FIFA World Cup game, saying both delivered "really solid numbers" and became Netflix's two most successful cloud game debuts, placing them in the top tier of game performance on the platform. Engadget

A Netflix spokesperson told Game File that the reshuffle is aimed at prioritizing kids gaming, party games, narrative experiences, and mainstream titles like FIFA World Cup: Launch Edition. Game File

The narrowness of that priority list stands out. Night School built its reputation on narrative-driven horror and adventure games. Moonloot was founded specifically to create original mobile IP. Neither fits cleanly into "kids gaming" or "party games." Netflix is not winding down a failed experiment so much as narrowing its focus, concentrating resources on categories it believes will drive engagement at scale rather than critical or niche appeal.

The timing is jarring, and worth flagging on its own terms. Peters praised Unhinged's performance on July 16. Less than four weeks later, the studio that built it is gone. Either the "really solid numbers" were not solid enough to justify the studio's ongoing operating costs, or Netflix's internal scoring for what constitutes a successful game has shifted rapidly between the earnings call and this decision. Both possibilities are plausible given that Netflix's gaming division is still in a formative, portfolio-reshaping stage, but the gap between public endorsement and closure is unusually tight even by the standards of a company still finding its footing in a new area.

Unhinged itself is a relatively recent product. The Verge reported on the game in late June 2026, describing it as a horror experience tied to Netflix's cloud-based TV gaming initiative. The game was released roughly six weeks before the closure news, making it one of the shortest lifespans between a studio's major release and that studio's shutdown. Engadget

Netflix entered gaming in 2021 with a strategy built on three pillars: licensing third-party mobile titles for its subscribers, acquiring or founding internal studios, and building cloud-based TV gaming that would let members play directly on smart TVs without dedicated hardware. The closure of Night School, the company's first acquisition, touches all three pillars. Night School produced narrative mobile titles, contributed to the Black Mirror tie-in app, and built Unhinged for the cloud gaming effort. Its removal from the portfolio signals that Netflix is willing to shutter studios that contributed across the full breadth of its gaming strategy, not just those working in a single format.

In my view, the comparison that comes to mind is not specific to the gaming industry. Netflix has shown this pattern before in its own history: launch a broad content category, measure performance aggressively, and then cut what does not meet internal thresholds quickly and without sentimentality. The company did this with original film production in certain genres, with interactive specials, and with portions of its animation slate. Gaming appears to be entering that same phase of ruthless curation, where the question shifts from "what can we build?" to "what is worth keeping?"

For developers and studios considering partnership with or acquisition by Netflix in gaming, the signal is clear. Netflix will invest in talent, ship products, and publicly praise results, and then close the studio weeks later if the broader portfolio strategy demands it. The closure of the company's first game studio acquisition, four and a half years after that acquisition, closes a chapter that began with optimism about Netflix as a home for creative game development. What replaces it looks more transactional, more focused on mainstream and party-game formats, and less interested in the narrative and experimental work that Night School represented.

The broader question for Netflix's gaming ambitions is whether a narrowed focus will produce the engagement the company needs to justify the investment, or whether the categories it is now prioritizing can sustain a gaming operation that has already shed its first studios.