Radical Heights’ One-Month Run Still Shows How Fast The Battle Royale Race Moved
Radical Heights entered the market in 2018 during a period when battle royale shooters were multiplying at a rapid pace. Boss Key Productions built it in the final stretch of the studio’s life, pushing it out in “X-Treme Early Access” after the commercial failure of LawBreakers. The studio, founded by Gears of War designer Cliff Bleszinski and Guerilla Games co-founder Arjan Brussee, had spent years attempting to gain ground in the competitive shooter space. LawBreakers never found an audience, and Boss Key’s position became precarious.
The rise of PlayerUnknown’s Battlegrounds gave teams across the industry a clear sign of where players were moving. Boss Key reacted quickly, and the result was a retro-styled battle royale framed as a chaotic 1980s game show. Players dropped into a grid-like map, gathered equipment, and fought to be the last remaining contestant. The early access build arrived with missing features and visible gaps. Female characters were not available at launch, and several core systems felt provisional. The game looked like a project racing against the clock, and the rush overshadowed its stronger ideas.
The format still carried weight at the time, and Radical Heights made use of that momentum. Its firefights were sharp enough to hold attention, and the round-based structure of battle royale created natural arcs within each match. The game leaned into sound as a tactical element. Loot rooms required players to stand on activation panels while a loud game-show tune broadcast their location. Opening a prize door guaranteed attention from nearby squads and pushed matches toward confrontation instead of long stretches of hiding.

Money functioned as a persistent resource that could be banked at an ATM and used across rounds. Inflatable decoys added unpredictability, and BMX bikes offered a quiet way to navigate the map. Those touches hinted at a more inventive shooter beneath the unfinished exterior. Players willing to look past the rough state could see a framework that, with time, might have evolved into something sharply defined.
Time was the one resource the studio no longer had. Radical Heights launched with microtransactions despite its early condition, and goodwill toward Boss Key was already depleted after LawBreakers. The early access release felt more like a last attempt to stay afloat than a structured development plan. The game failed to gain traction. Player turnout stayed low from the start, and momentum never developed. One month after Radical Heights debuted, Boss Key Productions shut down.
Its quiet end reflected how quickly the battle royale competition had accelerated. Fortnite, still early in its meteoric ascent, expanded at a speed and scale few studios could match. Apex Legends and Call of Duty: Warzone later demonstrated how much polish and budget were required to secure a long-term presence in the genre. Radical Heights did not have those advantages, and its ideas were buried beneath a build that needed months of refinement.

The game remains a footnote today. It lacked the notoriety of high-profile flops and disappeared without the retrospective attention that sometimes follows ambitious failures. Yet its brief life captured a moment when studios were racing to interpret a new format, testing unusual mechanics and thematic gambits to stand out in a crowded field. Radical Heights had enough personality to hint at what it might have become. The distance between that potential and the reality of its launch was too wide to overcome.
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