Riot Games has announced the cessation of active development for its League of Legends-themed fighting game, 2XKO, a decision that has drawn significant criticism from its player base. The game, which officially launched eight months ago, will receive its final content patch in October, with all active development concluding in December. Servers will remain operational, and in-game purchases made before August 20 will be refunded.
Riot Games cited a lack of sustained player growth and profitability as the primary reasons for the cancellation, stating that the game's trajectory did not indicate sustainability. "Over time it became clear it would be impossible for us to continue actively developing the game as we are today," the company explained. This announcement has been met with considerable backlash from players, with many expressing disappointment and frustration over the abrupt end to active support.
Player reactions have ranged from disbelief to resignation. Some, like fighting game professional Diaphone, humorously expressed the personal impact of the decision, while others, noting Riot's earlier layoff of half the 2XKO staff in February, felt the announcement came sooner than expected. Streamer Ludwig criticized Riot's leadership, suggesting a profit-driven approach that prioritizes immediate financial success over long-term game development and community building. Concerns were also amplified by Riot's prior decision to end development on the digital collectible card game Legends of Runeterra in January 2024.
The cancellation of 2XKO has also raised broader concerns within the fighting game community (FGC). A widely discussed post on the r/Fighters subreddit highlighted fears that the financial failures of games like 2XKO and Invincible VS, which also saw significant layoffs, could deter investors from funding future titles in the genre. This sentiment is exacerbated by the perception that 2XKO, backed by Riot Games, should have had a stronger chance of success.
Development and Release Challenges
Originally announced as Project L in 2019, 2XKO’s development journey was lengthy, with Riot Games acquiring Radiant Entertainment in 2016 to spearhead the project. The game eventually released in 2026 after years of anticipation.
Upon release, 2XKO faced criticism for its limited roster of 10 characters, which is considered low for a tag-fighting game. The game's monetization model was also scrutinized, with a launch skin package reportedly costing approximately $100 in in-game currency. The free-to-play model, while seemingly intended to broaden appeal, has a history of struggling in the fighting game genre, a pitfall also experienced by Multiversus.
Further contributing to its challenges were marketing and naming. Many players questioned the decision not to include "League of Legends" in the game's title, potentially hindering discoverability. The game's core gameplay, while appreciated by dedicated fighting game enthusiasts for its high damage and complex mix-up potential, proved to be a barrier for a more casual audience. The inherent complexity of tag-fighting games, coupled with a lack of robust single-player content, made it difficult for newcomers to engage, despite features like simplified controls.
Riot acknowledged this, noting that "even within the genre, diehard tag fighter players loved 2XKO, but most other fighting game players struggled to find reasons to stick with the game." Despite these challenges, 2XKO demonstrated significant player engagement at Evo Las Vegas, securing third place in registrations, surpassing games with longer support cycles.
Despite its dedicated player base, Riot stated that "2XKO costs us substantially more to operate than it brings in." While the fighting game genre itself remains vibrant with established titles like Street Fighter and Tekken, the closure of 2XKO may serve as a cautionary tale for publishers considering investment in new intellectual property within the genre.