ZA/UM, the UK studio that created Disco Elysium, announced layoffs affecting up to 32 staff on July 17, 2026 — just two months after launching its follow-up RPG Zero Parades: For Dead Spies. The studio said the game's "critical acclaim" was not matched by commercial performance, leaving it unable to sustain its current workforce.
Key Facts
| Field | Detail |
|---|---|
| Announcement date | July 17, 2026 |
| Layoffs | Up to 32 staff across all departments |
| Stated reason | Zero Parades commercial underperformance |
| Zero Parades release | May 21, 2026 (PC and PS5) |
| Zero Parades Metacritic | 83 (generally favorable) |
| Steam user reviews | Very Positive — 86% of 1,278 reviews |
| Steam price | $39.99 |
| Union | Workers' Alliance — in consultation |
| Prior layoffs | ~24 staff in 2024 |
ZA/UM's Statement
The studio posted on X shortly after the news broke:
""Despite releasing our latest game in May to critical acclaim, its commercial performance has not enabled us to sustain a studio of our current size."
— ZA/UM Studio (@studiozaum), July 17, 2026
""We have served redundancy or at-risk notices impacting up to 32 of our colleagues across all departments at ZA/UM Studio. Their work has made a lasting difference and left its mark on Zero Parades: For Dead Spies, and the studio as a whole."
— ZA/UM Studio
""Our artistic standards remain unchanged: we will persist."
— ZA/UM Studio
""To anyone currently hiring, please consider the colleagues leaving ZA/UM."
— ZA/UM Studio
What Is Zero Parades: For Dead Spies

Zero Parades is ZA/UM's second major release — a text-heavy isometric RPG about a disgraced spy, Hershel Wilk (codename: CASCADE), who returns to the city-state of Portofiro five years after a mission that destroyed her network. Players manage 15 skills across three disciplines, balance her fatigue, anxiety, and delirium meters, and navigate a web of Cold War-inspired politics through dialogue-driven skill checks.
| Field | Detail |
|---|---|
| Genre | Narrative RPG, isometric adventure |
| Platforms | PC (Steam, GOG, Epic), PS5 |
| Release | May 21, 2026 |
| Price | $39.99 |
| Runtime | ~20 hours |
| Languages | English, German, Russian, Simplified Chinese, Spanish (Latin America) |
| Steam reviews | Very Positive (86%, 1,278 reviews) |
| Metacritic | 83 — 31 critic reviews |
Critics praised its worldbuilding and the Conditioning system (an evolution of Disco Elysium's Thought Cabinet), while flagging that the spy genre framing felt underserved. Polygon called it "an absolutely absorbing mystery" when it stepped out of Disco Elysium's shadow. PC Gamer found the espionage concept "convincing in flashes but inconsistent overall." The Giant Bomb review was more positive, writing that "ZA/UM has a strong voice… stepping out of the shadows of their prior success."
The game shipped with a 1,278-review Steam count at an 86% positive rate — a modest audience for a studio whose previous game became a genre touchstone.
The ZA/UM Timeline
| Year | Event |
|---|---|
| 2019 | Disco Elysium launches; wins multiple TGA 2019 categories; 9.6/10 from IGN |
| 2022 | Co-founders Robert Kurvitz, Helen Hindpere, Aleksander Rostov leave involuntarily |
| 2022 | Kurvitz files lawsuit alleging ZA/UM IP was obtained by fraud |
| 2023 | Disco Elysium surpasses 5 million copies sold |
| 2024 | ~24 staff laid off; standalone Disco Elysium expansion canceled |
| 2024 | Former founders launch Dark Math Games, Longdue Games, Summer Eternal |
| May 2026 | Zero Parades: For Dead Spies launches to 83 Metacritic |
| July 17, 2026 | Up to 32 more staff laid off |
The context behind these numbers matters. The team that shipped Zero Parades was substantially different from the one that built Disco Elysium. Kurvitz, Hindpere, and Rostov — widely credited as the creative core of the original game — were gone before Zero Parades entered serious development. Critics reading the final product noted the absence: the worldbuilding held up, but the unique voice that made Disco Elysium such an outlier proved harder to replicate.
Positions and Responses
ZA/UM: Acknowledged the commercial failure directly, without minimizing it. The studio said it would continue working with its Workers' Alliance union through the process and framed the cuts as a shape change rather than a shutdown.
Workers' Alliance union: The union holds consultation rights under UK labor law and is involved in the redundancy process. A formal public statement had not been issued at time of writing.
The former founders' studios: Kurvitz's new studio Longdue Games is developing Hopetown, announced in 2024. None of the spinoff teams commented publicly on the ZA/UM announcement.
Industry observers: The layoffs arrive during one of the worst years for game development employment on record. Xbox cut more than 3,200 positions across its studios in the same month; Ubisoft Barcelona staged walkouts after layoffs followed a record-breaking AC remake launch. ZA/UM adds to a pattern where commercial failure at a small studio triggers immediate personnel cuts, while commercial success at a large one has not reliably prevented them.
Community Reaction

r/DiscoElysium and the broader RPG community responded with a mix of grief and grim recognition. "Critical acclaim is not a business model" was a recurring framing. Many players noted that an 83 Metacritic score and a 86% Steam rating are not nothing — they represent genuine craft — but that a $40 niche RPG in a crowded May 2026 release window faced structural headwinds that reviews cannot fix.
A recurring counterpoint in threads: Hello Games shipped No Man's Sky to catastrophic reviews in 2016 and rebuilt to become one of the most commercially durable live-service studios in the space. ZA/UM had the opposite problem — strong reviews, weak sales. The comparison illustrates that neither critical failure nor commercial failure is necessarily fatal, but both require sustained resources to survive. ZA/UM, shrunk by two rounds of layoffs and without its founding creative team, appears to have run short of runway.
Interest in Longdue Games and its Disco Elysium-adjacent Hopetown increased noticeably following the announcement.
GamePeak Take
The ZA/UM story is one the industry will keep telling, in different studios and different genres. A game wins a 9.6 from IGN. A game sells 5 million copies. A game is called a genre-defining masterpiece. And then the people who made it are no longer there, the studio carries on under different creative leadership, the follow-up earns an 83 and sells modestly, and 32 more people lose their jobs.
None of this means Zero Parades is a bad game — it is not. It means that critical success at the level Disco Elysium achieved is extremely rare, that building a studio on the back of one outlier game is a fragile foundation, and that the commercial math of text-heavy narrative RPGs at $39.99 is unforgiving when an audience that might have played the original does not show up for the sequel.
What ZA/UM looks like on the other side of this — reduced in size, without its founding creative voice, trying to make another game — is genuinely uncertain. "We will persist" is the right note to end on. Whether persistence translates into a sustainable second chapter is the question 2026 has left open.
