Technology

Xbox Cut 1,868 Jobs and Plans 3,200 More Under Asha Sharma

Martin HollowayPublished 2h ago3 min readBased on 5 sources
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Xbox Cut 1,868 Jobs and Plans 3,200 More Under Asha Sharma
Photo by Andreea Avramescu on Unsplash

Microsoft's Xbox unit had cut 1,868 jobs as of Oct. 20, 2026, and plans to cut 3,200 more over the next year. The numbers were reported by Fortune in a profile titled 'The non-gamer CEO racing to save Microsoft's Xbox' Fortune.

Asha Sharma took over as head of Microsoft gaming in February Reuters. By June, the outline of her overhaul was becoming public. On June 10, Bloomberg reported that Xbox was planning major cuts the next month as Sharma reorganized the games unit Bloomberg. That round was described as the first major restructuring under her leadership.

Fortune detailed the next phase on July 6 in an exclusive on Sharma's job cuts and closed studios Fortune. The report said Sharma had announced broad changes at Xbox, including a cut affecting 20% of staff. Microsoft separately said it would cut 4,800 jobs, or about 2.1% of its global workforce, while overhauling the Xbox business Reuters.

The order of events matters. June brought the signal of coming cuts. July brought the scale of the restructuring and the company-wide total. October brought the count of what had been done and what is still planned. The October numbers replace the earlier percentages as the current baseline.

The broader context here is how staff cuts have become the main tool for resetting a large tech company. Cutting 1,868 roles now and pointing to 3,200 more is not normal trimming. It points to a different way of operating, with fewer projects running at once and stricter rules for what gets funded and maintained.

In my view, calling Sharma a non-gamer CEO is doing real work. People who build platforms would normally expect the person running Xbox to know games from the inside. The idea behind that label is the opposite, that being an outsider can make it easier to cut costs and close projects. That idea has limits. Tight management can control costs and clarify who owns what. It does not by itself decide which games to make, how online services should be built, or where the platform should go next.

Looking at what this means for engineers and game makers inside a unit this large, the timing changes behavior well before the last cuts arrive. One round of cuts followed by another year of planned cuts affects how managers hire, how studio leaders set project goals, and how platform teams prioritize developer tools, testing systems, and support for live games that keep running after launch. Uncertainty becomes part of daily work. That setting tends to favor smaller teams, clearer boundaries between groups, and faster feedback, whether leaders order those changes or not.

Over the longer term, the outlook still favors people who build. Games remain a difficult mix of skills, covering fast graphics and gameplay systems, online services, moderation and safety tools, and steady operation of live games. A leaner Xbox that can ship on time and run its games efficiently will have more room to try new ideas than one weighed down by coordination costs. The test will be whether this restructuring buys that focus.