Inside the $200 Million Disaster: Why Suicide Squad Creators Almost Left the Gaming Industry
Two former Rocksteady creators open up about the development hell of Suicide Squad: Kill the Justice League and how the $200 million failure nearly made them quit gaming.

The 2024 launch of Suicide Squad: Kill the Justice League has been widely labeled as a monumental failure, resulting in an estimated $200 million loss for Warner Bros. and damaging the hard-earned reputation of Rocksteady Studios. Known for their critically acclaimed Batman: Arkham trilogy, the developers faced a seven-year development cycle heavily influenced by external demands for a 'live-service' model.
The Pressure to Pivot
In a candid interview with Bloomberg, former director Axel Rydby and lead designer Johnny Armstrong detailed the crushing environment behind the scenes. According to Rydby, the creative process shifted from building an engaging experience to following rigid, incomprehensible marketing spreadsheets. "I realized I wasn't making games anymore; I was chasing metrics," he noted. The transition forced the team to prioritize monetization over design, leading to a product that resonated with neither fans nor critics.
The Human Toll of Corporate Mandates
For many developers at Rocksteady, the relentless pressure to implement live-service elements was exhausting. Johnny Armstrong admitted that the experience nearly drove him out of the gaming industry entirely. He described the period as a time where his creative energy was systematically siphoned away, leaving him feeling drained and disillusioned. The project, which was meant to be a high-profile release, became a source of significant professional and emotional distress.
Moving Toward a Healthier Industry
After departing Rocksteady, Rydby and Armstrong have since pivoted to indie development, currently working on the deckbuilder 'Secret of Circadia'. This move back to their roots has allowed them to rediscover the joy of creation. Reflecting on the state of the industry, Rydby warned against the current trend of prioritizing profit over passion, urging major publishers to rethink their reliance on data-driven models that stifle the very innovation that made the video game medium successful in the first place.