Post Mortem

CONCORD

CONCORD reached launch after years of development, but the warning that its audience would not form had already appeared.

How CONCORD Reached Launch

CONCORD launched worldwide on PlayStation 5 and PC on August 23, 2024. Firewalk Studios had built a substantial game: 16 playable Freegunners, 12 maps, six modes, weekly story vignettes, and a roadmap of future additions at no extra cost. PlayStation priced the complete package at $39.99 and presented the release as the beginning of a service that would grow over time. Eleven days later, Firewalk stopped sales and announced that every buyer would receive a refund. The servers went offline on September 6. A game designed to operate for years survived for two weeks.

What makes this case important is not simply the speed of the shutdown. The warning arrived before the game was released. CONCORD’s free open beta peaked at 2,388 concurrent players on Steam in July. When the paid game launched a month later, the peak fell to 697. Steam cannot tell us how many people were playing on PlayStation 5, and it would be wrong to present those numbers as the entire audience. Even with that limitation, they show an unusually weak response for a cross-platform release backed by PlayStation. The market was not waiting until launch to express doubt.

There is not enough public information to know how Firewalk and PlayStation interpreted the beta internally, and I have no interest in inventing a simple villain for a complicated failure. I do think the launch exposed a basic mismatch between the product and its plan. CONCORD required a large population from its first day because every match needed ten people, and a healthy service needed many more spread across regions, skill levels, and times of day. Yet the game reached launch without a clear reason for those people to arrive together. Firewalk had spent years building the service, but the audience required to sustain it had not been built alongside the game.

The Cost of Asking Players to Move

Entering a mature multiplayer market is difficult because players are not choosing from an empty shelf. Overwatch 2, Valorant, Apex Legends, and other established shooters already held their time, progress, friendships, and habits. Moving to another game meant learning a new combat system, persuading friends to come along, giving up familiar rewards, and trusting that the new community would still be there several months later. CONCORD therefore needed to offer more than a competent version of an experience people already had. It needed a reason strong enough to make an entire group move together.

CONCORD’s Steam audience contracted at launch

All-time Steam peak, thousands of simultaneous players

Source: SteamDB. These figures measure peak concurrent Steam players, not total players or the PlayStation 5 audience.

This is where the size of the audience became inseparable from the quality of the game. A small population meant longer queues, weaker skill matching, fewer viable regions, and a growing fear that the service would not last. Each of those problems made the experience worse for the people who had already purchased it and gave the next player another reason to stay away. Firewalk could improve balance and add content over time, but only if a sufficient audience remained long enough to receive those updates. CONCORD’s population was not a number sitting beside the product. It was one of the product’s essential features.

The $39.99 price has to be understood in this context. PlayStation was offering a complete game rather than a free download built around a battle pass, and there is nothing inherently unreasonable about asking people to pay for a substantial multiplayer product. The difficulty was that every member of a friend group had to buy CONCORD before the group knew whether it liked the game or trusted its future. Free-to-play competitors removed that first decision and allowed social groups to experiment together. CONCORD added a financial barrier at the precise moment it needed to make collective movement as easy as possible.

What the Beta Needed to Prove

A public beta should do more than find bugs and collect a list of requested features. For a networked game, it is also the last realistic opportunity to test whether the audience will be large and committed enough to support the product after release. Firewalk responded to feedback from the July beta by adding a practice range, join-in-progress, backfilling, and leaver penalties. These were sensible improvements, and they show that the team was listening. They answered how the game could work better for interested players. The participation numbers raised a more difficult question about how many interested players there were.

CONCORD’s public positioning made that audience difficult to identify. Crew building, role perks, weekly cinematics, and polished shooting described the contents of the game, but they did not explain whose unmet need it served. I could understand what Firewalk had built without understanding why a particular group would make it the center of its week. This distinction is sometimes treated as a marketing problem, although it usually begins much earlier in product development. Advertising can make a clear promise visible to more people. It cannot supply a promise that the product has never clearly chosen.

Before a beta begins, I believe the team should agree on the evidence required to proceed. That includes participation, return rates, friend-group formation, willingness to pay, regional population, queue times, and the quality of matchmaking. The thresholds will differ by product, but they need to be decided while the team is still able to act on them. If the results fall short, leaders must be prepared to change the position, remove the purchase barrier, narrow the audience, delay the release, or stop. A test has little value when every possible result leads to the same launch plan.

The Lesson for Future Launches

The clearest lesson I take from CONCORD is that a multiplayer product and its audience have to be developed together. Firewalk built a large amount of content and PlayStation funded a long-term service, but the launch plan assumed that a healthy population would appear when the doors opened. By the time the beta showed how limited the early audience was, years of work, a fixed release date, and the expectations surrounding a major PlayStation launch would have made any change extremely difficult. This is exactly when teams are most likely to keep moving, even as the original assumptions underneath the plan begin to fail.

For a future launch, I would treat the beta as a decision point rather than the final stage of promotion. The team would define the minimum audience and retention needed for the service to function, assign responsibility for interpreting the results, and agree in advance on who could change the release plan. This would create an uncomfortable possibility that a game might be delayed, repositioned, or cancelled after years of development. Avoiding that discomfort does not remove the risk. It simply postpones the decision until the market makes it publicly and at far greater cost.