<\/div>\n<\/div>\n
<\/span><\/p>\n
Image: Ubisoft<\/figcaption><\/p>\n<\/div>\n<\/figure>\nUbisoft held an emergency call with investors on Wednesday to reveal that the company’s 2022 sales had fallen well below expectations and that it would be taking drastic measures going forward, including canceling three more unannounced games, delaying Skull and Bones<\/em> a few months yet again<\/span>and cutting roughly $215 million in costs over the next two years, with some of the savings coming from a smaller headcount at the over 20,000-person publisher. <\/p>\n\u201cToday more than ever, I need your full energy and commitment to ensure we get back on the path to success,\u201d Ubisoft CEO, Yves Guillemot<\/span>wrote in an email to staff, a copy of which was viewed by kotaku \u201c<\/em>I am also asking that each of you be especially careful and strategic with your spending and initiatives, to ensure we’re being as efficient and lean as possible.\u201d<\/p>\nLots of publishers faced game delays during the pandemic, but Ubisoft was hit harder than most. Skull and Bones<\/em>, Avatar: Frontiers of Pandora<\/em>and Assassin’s Creed Mirage<\/em> were all, at one time or another, expected to ship by the end of last year. Guillemot told staff that these delays have \u201cweighed on our costs and decreased our associated revenues.\u201d The company is now projecting a roughly $537 million loss for the fiscal year ending in March 2023.<\/p>\n\n\n
\n
<\/div>\n<\/div>\n<\/div>\n
\n
If you’re a developer at Ubisoft and would like to chat about how today’s announcements will impact your work, my inbox is always open at ethan.gach@kotaku.com<\/strong> (Signal, WhatsApp and Proton contact info available upon request).<\/em><\/p>\n<\/div>\n<\/section>\nSkull and Bones<\/em>‘ development continues to be the poster child for these sorts of issues at Ubisoft. Emerging from radio silence after a major reboot to finally launch last September, it was pushed at the last minute to March of 2023<\/span> at the last minute to improve and polish the gameplay in response to tester feedback. In recent months, Kotaku <\/em>understands that a strike team has been setup in Ubisoft’s Paris studio to try and get the game over the finish line. However, the company maintains that Ubisoft Singapore remains the lead studio on the project.<\/p>\n\n
\n
G\/O Media may get a commission<\/p>\n
\n
\n
\n
<\/picture><\/div>\n<\/div>\n\n
Up to $100 credit<\/p>\n
Samsung Reserve<\/p>\n<\/div>\n<\/div>\n
\n
Reserve the next gen Samsung device<\/strong>All you need to do is sign up with your email and boom: credit for your preorder on a new Samsung device.<\/span><\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n\u201cWhile Skull and Bones<\/em> is now complete, we are using the remaining time until our launch to leverage feedback from our ongoing Technical Tests and upcoming open beta to polish and balance the experience,\u201d a spokesperson for Ubisoft told Kotaku<\/em> in an email. \u201cTo fully deliver on this launch we are leveraging the full power of co-developing studios already involved in the development process, including Ubisoft Paris studio. Ubisoft Singapore remains the lead studio on Skull and Bones <\/em>and the team is working full speed on the game experience and the development of its robust post launch content.\u201d<\/p>\nThough Guillemot told investors during today’s call that the project has been making great progress, and will now launch this spring, it has clearly not made enough to finally ship, coming up on six years after it was first revealed. Whether the game ends up being good or not, current and former developers Kotaku<\/em> has spoken with as recently as last month are skeptical it can be a major seller. <\/p>\n