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Riot Games Restructures 2XKO Team as Early Access Momentum Slows

Riot Games has initiated a significant restructuring of the team behind 2XKO, its free‑to‑play tag‑team fighting game, resulting in layoffs affecting roughly 80 developers. The decision, confirmed in a statement from executive producer Tom Cannon, reflects a shift in how Riot intends to support the project going forward. Cannon explained that while 2XKO has cultivated a dedicated core audience, its overall engagement “hasn’t reached the level needed to support a team of this size long term.”

The reduction represents nearly half of the global development staff assigned to the title. Riot emphasized that the move is not a verdict on the talent or the future of the game itself, but rather a recalibration meant to give the project a more sustainable trajectory. Affected employees will receive at least six months of notice and severance, and Riot says it will help them explore internal opportunities where possible.

A Project Years in the Making

The story of 2XKO stretches back to 2019, when Riot first teased a fighting‑game initiative under the codename Project L. At the time, the announcement was part of Riot’s broader push to expand the League of Legends universe into multiple genres. Project L stood out because it wasn’t simply a tie‑in; it was a deliberate attempt to merge Riot’s character‑driven worldbuilding with the precision and competitive depth of traditional fighting games.

Development unfolded gradually and publicly. Early prototypes showcased a grounded, assist‑based combat system that drew inspiration from tag fighters while emphasizing accessibility. Over the next several years, Riot released periodic updates—each one revealing refinements to animation, rollback netcode, and the evolving identity of the game. The project’s transformation into 2XKO signaled a shift from experimental prototype to a fully realized competitive title.

The game finally entered PC early access in October 2025, followed by a console release on January 20, 2026. These launches marked the first time players could experience the full scope of Riot’s vision: fast, expressive combat built around duo‑character synergy, wrapped in the stylized energy of Runeterra’s champions. But despite strong enthusiasm from genre fans and the League community, the broader momentum needed to sustain a large development team never materialized.

A Crossroads, Not a Conclusion

Cannon’s message to players and staff framed the restructuring as a strategic pivot rather than a retreat. The team will continue working on 2XKO, but with a leaner structure designed to match the game’s current scale and trajectory. The studio’s commitment to the title remains intact, even as it adapts to the realities of player engagement across PC and console.

For a project that began as an ambitious experiment and evolved into a full‑fledged competitive fighter, this moment represents a crossroads. The foundation—years of iteration, a passionate community, and a clear mechanical identity—is already in place. What comes next depends on how Riot reshapes the game’s roadmap and how the remaining team channels its efforts into a more focused, sustainable future.

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