Heart Machine Lays Off Nearly All Staff After Publisher Pulls Funding

Heart Machine has laid off nearly everyone at the studio. Founder Alx Preston announced the cuts on LinkedIn, according to reporting published on September 16, 2026. The cuts were near total. Preston said he did not know what would allow Heart Machine to survive. Engadget
The immediate trigger was a publisher decision that same week not to move forward with an unannounced, publisher-funded game Heart Machine had been building. That means an outside company was paying for development and then chose to stop. Preston said the layoffs followed the loss of that key income, with no other immediate work or funds available. Heart Machine is a U.S.-based developer. GamesIndustry.biz
Heart Machine developed and published Hyper Light Drifter, which launched in 2016. It announced plans for Hyper Light Breaker in 2022. Breaker stayed in development through a difficult period for the company.
In November 2024, Heart Machine laid off part of its workforce while Breaker was still in development. GamesIndustry.biz In October 2025, the studio ended development on Breaker and laid off staff. Breaker had been sold as an early access title, meaning players could buy and play an unfinished version during development, and a company spokesperson confirmed the end of development and the layoffs at the time. Game Developer Remaining workers formed a union in March 2026.
The sequence here matters because each cut left less room to handle the next shock. After an earlier layoff, the end of an early access project, and a shift to focus on one publisher-paid game, the studio went into the next funding decision with little backup. There was no second game bringing in money. There were fewer staff to move to other work. Each departure also took knowledge that makes a change in direction harder to carry out.
The broader context here will be familiar to anyone who has done project-based technical work. In milestone-funded development, a studio is paid in steps as it finishes agreed pieces of work. Staffing is built around those payments. When the contract stops, the payroll problem is immediate. Preston's description of lost income with no replacement fits that structure. It is a question of cash on hand, not long-term plan.
In my view, the central issue for independent studios in this model is how to handle the risk of relying on one funder. Developing and publishing original IP, meaning games the studio owns itself as Heart Machine did with Drifter, keeps creative control. It does not by itself pay salaries between releases. Publisher funding covers costs in the short term but ties survival to decisions made outside the studio. That tradeoff can still work for small teams over time, because game engines, digital stores, and remote work have lowered the cost of building and shipping. The missing piece is usually a buffer, in savings or second income, and that buffer is hardest to build when a team is already lean from earlier cuts.
For readers in other parts of tech, the pattern will look familiar from contract engineering and services work. A skilled group forms around a hard problem, delivers, then scatters when funding changes. The work keeps its value. The company itself does not always survive the gap. What Heart Machine's staff builds next, whether under that name or elsewhere, will carry forward what they learned across Drifter, Breaker, and the unannounced project.


