EGW-NewsDouble Fine Owns All Its Games Again After Leaving Xbox
Double Fine Owns All Its Games Again After Leaving Xbox
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Double Fine Owns All Its Games Again After Leaving Xbox

Double Fine owns the intellectual property and publishing rights to every game it made during its seven years inside Xbox. Tim Schafer confirmed it on Kinda Funny Games, answering a viewer who asked whether the studio sees any money when someone buys its back catalogue.

"We get the publishing rights back to all our games."

— Tim Schafer

The paperwork is not finished. Schafer said some titles still list Microsoft as the owner and that the rest will follow once the administrative side clears.

"It just takes a while for it to all process."

— Tim Schafer

Compulsion Games replaced Xbox Game Studios as the South of Midnight publisher on Steam in mid-August, more than a month after the restructuring, while Double Fine's own Steam pages still carried the Xbox Game Studios tag, as did Undead Labs and Ninja Theory. Compulsion confirmed in July that it keeps Contrast, We Happy Few and South of Midnight, so the two studios came out of the same process on the same terms.

In its July statement, signed by Schafer, Double Fine said the terms preserved its history and culture and returned ownership of its games, and thanked the Xbox teams it had worked with for seven years. What Schafer added this week is that publishing rights travelled with the IP, which is the part that determines who can put a game on sale, set its price and take the cut. Compulsion, founded in 2009 and known for Contrast and We Happy Few before South of Midnight, said at the time that its immediate priority was supporting its team through the transition.

Under Microsoft, a copy of Psychonauts 2, Keeper or Kiln sold through Xbox Game Studios. With the transfer done, that revenue reaches Double Fine. Schafer asked people to buy the games for that reason and connected each sale to how long the studio can keep operating before it needs a publisher or an investor. Asha Sharma used the same framing in July, when she told Xbox staff the departing studios would keep their franchises and have funding for their next games.

The first project under the new arrangement is a revival of Amnesia Fortnight, the two-week jam Double Fine has run internally since the Brutal Legend era and once opened to the public through Humble. This version is a Kickstarter called Amnesia Fortnight 2026, Indie Reboot. Backers vote on which pitches get prototyped, one prototype grows into a small finished game, and 2 Player Productions films the process for a documentary. The jam starts on 31 August and runs through most of September. Schafer said other projects are underway but named none of them.

I read the Kickstarter as a cash-flow decision as much as a creative one, since a jam paid for by backers costs the studio very little to run and leaves it with a shelf of prototypes it can pitch later. What I want to hear about is the other projects, because a documentary and one small game will not occupy the sixty-odd developers still there.

Schafer also said Kiln is getting new maps and modes, and that the price will come down. The pottery brawler arrived this year next to Keeper, the studio's first releases after a long gap, and neither sold in the numbers Double Fine needed. Reviews were not the problem. Keeper took a 9 out of 10, according to IGN, and the same outlet gave Psychonauts 2 an 8 out of 10 in 2021.

Double Fine cut roughly a quarter of its 90-person team days after the separation, 23 people by one count, and said the reduction brought the studio to a size it can sustain. Compulsion has announced no layoffs and has said nothing about a new project since going independent. Neither studio has a publisher lined up, which is the part of independence that gets less attention than the IP: owning Psychonauts does not pay for making the next Psychonauts.

Schafer founded Double Fine in 2000 after leaving LucasArts, where he worked on Day of the Tentacle and Grim Fandango. The studio built its reputation on Psychonauts, Brutal Legend and Costume Quest, then on Broken Age, which was funded on Kickstarter in 2012, ran over budget and shipped in two parts. Microsoft bought the studio in 2019, during the acquisition run that also brought in Compulsion, Ninja Theory, Obsidian and inXile and later Bethesda and Activision Blizzard. Psychonauts 2 came out under that ownership in 2021 and remains the studio's biggest critical success.

Now, about Xbox reset 2026: Sharma became CEO in February after Phil Spencer and Sarah Bond left, dropped the "This is an Xbox" campaign, reversed a 50% Game Pass price increase that had cost subscribers, and confirmed new hardware under the name Project Helix. Bloomberg reported in June that she had lined up layoffs for July. Sharma and content chief Matt Booty then confirmed a 100-day reset, blaming weak revenue, rising hardware costs and pandemic-era overexpansion. The cuts landed on 6 July: 3,200 roles across the division, with Double Fine and Compulsion moved out of Xbox Game Studios rather than closed.

Xbox ended its funding of IO Interactive's Project Fantasy on 30 June, leaving the team-based MMORPG without a backer. The Verge reported Microsoft was weighing the closure of Arkane, which would cancel Marvel's Blade, already delayed to late 2027 and over budget. GamesBeat added Undead Labs to the watch list. Xbox suspended Game Pass placement talks with third-party studios, and Activision ran ads confirming Modern Warfare 4 would not be on the service this year. Console prices rose on 1 August for the third time in 14 months, pushing the Series X to $799.99, with the 2TB model discontinued.

Set against that, spinning out with the catalogue intact was the better outcome. Studios inside the division are waiting on decisions they do not control. Double Fine is waiting on a Kickstarter it launched itself.

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I think the IP transfer matters more than the independence announcement did, because a studio that owns Psychonauts, Brutal Legend and Broken Age has assets a publisher will pay for, and a studio with a slot on someone else's roadmap has nothing to sell. Whether that is enough to fund a full-scale project is a different question, and Schafer has not answered it yet.

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