Gearbox Software
Gearbox Software, L.L.C. is an American video game developer and publisher headquartered in Frisco, Texas, specializing in action role-playing and first-person shooter titles.[1] Founded on February 16, 1999, by industry veterans including Randy Pitchford, Brian Martel, Stephen Bahl, Landon Montgomery, and Rob Heironimus, the company began as a small team focused on expansion content for existing franchises.[2] It quickly gained recognition for its work on Valve's Half-Life series, including the expansions Opposing Force (1999) and Blue Shift (2001), as well as ports to consoles like the PlayStation 2 and Dreamcast.[3] Over the years, Gearbox expanded its portfolio with original intellectual properties, most notably the Borderlands franchise, a looter-shooter series that debuted in 2009 and has become the studio's flagship property, with sequels including Borderlands 2 (2012), Borderlands 3 (2019), and Borderlands 4 (2025).[4] The series emphasizes cooperative multiplayer, procedurally generated loot, and satirical storytelling, selling over 99 million units across all titles as of late 2025.[5] Other key releases include the World War II tactical shooter Brothers in Arms series (2005–2008), the multiplayer hero shooter Battleborn (2016), and the fantasy spin-off Tiny Tina's Wonderlands (2022).[3] Gearbox has also handled ports and remasters, such as Homeworld: Remastered Collection (2015) and Duke Nukem Forever (2011), acquired mid-development from 3D Realms.[3] In terms of corporate evolution, Gearbox operated independently until 2021, when Gearbox Entertainment Company merged with Sweden's Embracer Group in a deal valued at up to $1.3 billion, forming Embracer's seventh operating group and enabling global expansion.[6] Prior to the merger, Gearbox opened a studio in Québec in 2015; under Embracer, it opened a studio in Montréal in 2021 and made acquisitions including Cryptic Studios (2021) and Lost Boys Interactive (2022).[7][8] However, in March 2024, Embracer divested Gearbox Entertainment (encompassing Gearbox Software, Montréal, and Québec studios) to Take-Two Interactive for $460 million, integrating it into Take-Two's 2K label alongside franchises like BioShock and XCOM.[9] As of 2025, Gearbox continues to develop AAA titles under Take-Two, with ongoing support for Borderlands through expansions and the September 2025 launch of Borderlands 4, which achieved the franchise's highest launch-month dollar sales in the U.S. despite critiques of technical performance issues on PC and faster-than-average player drop-off.[10][11] The studio employs over 400 people across its locations and remains committed to innovative gameplay and community-driven content.[1]History
Formation and early projects (1999–2008)
Gearbox Software was founded in February 1999 by Randy Pitchford, along with Brian Martel, Stephen Bahl, Landon Montgomery, and Rob Heironimus, all experienced developers who had previously worked at studios like id Software and Rebel Boat Rocker.[12] The company was established in Plano, Texas, as a limited liability entity with an initial emphasis on creating high-quality expansion packs and ports for established video game franchises, leveraging the founders' expertise in first-person shooter development.[1] Pitchford, who had contributed as lead programmer on id Software's Quake II, served as president and CEO from the outset, guiding the small team toward securing early contracts with major publishers like Valve.[13] The studio's debut project was Half-Life: Opposing Force, released on November 1, 1999, as the first official expansion for Valve's groundbreaking 1998 title Half-Life. Gearbox developed the add-on in just eight months, modifying the GoldSrc engine—a heavily altered version of id Software's Quake engine—to introduce new gameplay elements, including additional alien species like Shock Troopers, race-specific player models, over 10 new weapons such as the shockroach swarm and pipe wrench, enhanced AI behaviors for squad-based combat, and 10 new multiplayer maps supporting up to 32 players. The expansion shifted the narrative perspective to U.S. Marine Corporal Adrian Shephard, exploring parallel events at the Black Mesa facility, and was praised for its seamless integration with the original game's storytelling and atmosphere. Critically acclaimed for expanding the Half-Life universe without diluting its core strengths, Opposing Force achieved strong commercial performance, selling over 1.1 million retail copies worldwide.[14] Building on this success, Gearbox continued its contract work with Valve, developing Half-Life: Blue Shift in 2001, which offered another viewpoint on the Black Mesa incident through security guard Barney Calhoun, along with console ports of Half-Life for PlayStation 2 and Xbox. By 2004, the studio pivoted toward original intellectual property, signing a long-term publishing agreement with Ubisoft to launch the Brothers in Arms series.[15] The inaugural title, Brothers in Arms: Road to Hill 30, released in March 2005, immersed players in the D-Day invasion of Normandy during World War II, emphasizing realistic squad-based tactics inspired by U.S. Army historical manuals, authentic weaponry, and procedural generation for dynamic battlefield environments using Unreal Engine 2.5. The game focused on leadership and morale mechanics, where players commanded AI-controlled paratroopers in a narrative drawn from real Easy Company veterans' accounts, earning praise for its historical accuracy and innovative tactical depth. Its commercial viability, with strong initial sales and critical scores averaging 82/100, paved the way for sequels including Earned in Blood (October 2005) and Hell's Highway (September 2008), solidifying Gearbox's reputation in the genre.[16] During this era, Gearbox grew its team modestly, hiring key technical and design talent to support multi-platform development, while maintaining operations in Plano amid the competitive landscape of mid-2000s game publishing. This foundation of expansion work and initial original titles positioned the studio for a major shift toward proprietary franchises like Borderlands.[3]Borderlands launch and studio growth (2009–2015)
Gearbox Software's development of Borderlands, released on October 20, 2009, for PlayStation 3, Xbox 360, and Microsoft Windows, marked the studio's first original intellectual property after years of licensed expansions. The game introduced a distinctive concept art style featuring hand-drawn textures and graphic novel-like outlines, which Gearbox adopted in early 2009 following an overhaul from its initial realistic aesthetic to better suit the post-apocalyptic sci-fi setting on the planet Pandora.[17] Core mechanics blended first-person shooting with role-playing elements, emphasizing randomized loot generation that encouraged extensive exploration and combat, alongside seamless drop-in co-op for up to four players.[18] By March 2011, Borderlands had sold 4 million units worldwide, establishing it as a key franchise for publisher 2K Games and providing Gearbox with the financial stability to pursue sequels.[19] The success of Borderlands fueled significant studio expansion, with Gearbox growing from a modest team to approximately 200 employees by 2011, primarily based in Plano, Texas, while opening additional offices in the Dallas-Fort Worth area to accommodate increased hiring.[20] This period also brought international acclaim, including nominations at the 2009 Spike Video Game Awards, though the game earned broader recognition for its innovative co-op shooter formula through outlets like IGN's Best PC Shooter of 2009.[21] Building on this momentum, Gearbox contributed to the PC port of Duke Nukem Forever in 2011, adding enhancements such as improved graphics options, mouse controls, and Steam integration, though the core development was handled by others.[22] Borderlands 2, launched on September 18, 2012, expanded the franchise with deeper narrative elements centered on the charismatic antagonist Handsome Jack, Hyperion's corporate overlord, who drives the story of corporate tyranny on Pandora. The sequel refined loot mechanics, introduced more varied skill trees for four new Vault Hunters, and supported extensive post-launch content, including the first DLC pack, Captain Scarlett and Her Pirate's Booty, released in October 2012, which added pirate-themed areas and quests. It achieved record-breaking commercial performance, shipping over 5 million units within its first month and becoming the best-selling new intellectual property launch of 2012, while winning Best Shooter at the 2012 Spike Video Game Awards.[23][24][25] In 2014, Gearbox collaborated with 2K Australia on Borderlands: The Pre-Sequel, released on October 14 for multiple platforms, which served as a narrative bridge between the first two games by exploring Handsome Jack's origins on Pandora's moon, Elpis. The title innovated with low-gravity mechanics that altered movement, jumping, and combat dynamics, requiring oxygen management and new abilities like butt-slamming for traversal.[26] It featured unique Vault Hunter classes, including the robotic Claptrap and gladiatorial Athena, each with oxygen-recharge-focused action skills that complemented the lunar environment.[27] This collaborative effort highlighted Gearbox's growing influence in overseeing franchise expansions during a creative peak, with the studio maintaining over 200 staff to support ongoing development.[28]Restructuring and Embracer Group era (2016–2021)
Following the troubled 2013 release of Aliens: Colonial Marines, Gearbox Software encountered significant post-production fallout extending into 2016, stemming from development delays and technical shortcomings. Reports indicated that Gearbox had diverted staff and resources from the project to prioritize Borderlands 2, resulting in extended timelines and a final product that deviated markedly from promotional materials, particularly in AI behavior where enemies exhibited unrealistic and ineffective patterns.[29][30] This led to a class-action lawsuit filed in 2013 against Gearbox and publisher Sega, accusing them of false advertising based on discrepancies between the E3 demo and the shipped game, including subpar graphics and AI.[31] In 2014, Sega settled the suit for $1.25 million while shifting blame to Gearbox for mismanagement and failure to deliver promised quality, though Gearbox contested the claims and avoided direct participation in the settlement.[32][33][34] Gearbox's next major title, Battleborn, launched in May 2016 as a hybrid MOBA-shooter featuring hero-based multiplayer gameplay, but it struggled amid direct competition from Blizzard's Overwatch, which released shortly after and dominated the hero shooter market.[35] Poor sales and low player retention prompted Gearbox to cease new content updates in September 2017, shifting focus to maintenance only.[36] The game's decline culminated in its removal from digital storefronts in November 2019, with servers fully shutting down on January 31, 2021, rendering the multiplayer title unplayable.[35] Amid these setbacks, Gearbox underwent internal restructuring starting in 2015, including the establishment of Gearbox Publishing to expand beyond development, though the studio faced financial pressures that limited growth. In 2019, controversy erupted when former general counsel Wade Callender sued Gearbox and CEO Randy Pitchford, alleging Pitchford had secretly received a $12 million bonus from Take-Two Interactive, routed through his personal company as an advance on Borderlands royalties, thereby delaying profit shares for employees.[37] Pitchford denied the claims, calling them "absurd," and the lawsuit highlighted tensions over executive compensation during a period of shifting priorities toward the next Borderlands installment.[37] This era also saw Gearbox refocus resources on Borderlands 3, developed in partnership with publisher 2K Games, which introduced refined epic loot systems with dedicated drop pools for each Vault Hunter character to enhance progression and replayability.[38] Borderlands 3 released in September 2019 and achieved strong commercial success, surpassing 15 million units sold by early 2022, bolstered by features like cross-play support added in 2020 across PC, consoles, and Stadia to facilitate multiplayer.[39] The title's loot-driven gameplay and co-op mechanics helped stabilize Gearbox financially, setting the stage for broader expansion. In March 2021, Embracer Group acquired Gearbox Entertainment Company—including Gearbox Software and its publishing arm—for an initial $363 million, with potential earn-outs reaching $1.3 billion based on performance milestones, forming Embracer's seventh operating group and enabling Gearbox to pursue new IPs and media ventures.[6][40]Acquisition by Take-Two Interactive and recent developments (2022–present)
In March 2024, Embracer Group announced the sale of Gearbox Entertainment Company, including Gearbox Software, to Take-Two Interactive for $460 million in cash.[41] The transaction, which included Gearbox's owned intellectual properties such as the Borderlands franchise, was completed on June 12, 2024, integrating the studio under Take-Two's 2K Games label while preserving the Gearbox Entertainment structure.[42] This acquisition marked a shift from Embracer's ownership, providing Gearbox with enhanced resources for ongoing development amid Take-Two's portfolio expansion.[43] Gearbox's final major release under Embracer was Tiny Tina's Wonderlands in March 2022, a standalone spin-off from the Borderlands series that infused its looter-shooter formula with fantasy RPG elements like spell-casting classes and tabletop-inspired narratives.[44] The game received strong critical acclaim for its chaotic humor, cooperative gameplay, and innovative class system, earning scores around 80 on aggregate sites.[45] It exceeded sales and engagement expectations, establishing itself as a successful new entry in Gearbox's lineup and prompting discussions of future expansions within the franchise.[46] Under Take-Two, Gearbox launched Borderlands 4 on September 12, 2025, for PlayStation 5, Xbox Series X/S, and PC, introducing planetary exploration on the chaotic world of Kairos with enhanced movement abilities and faction-based conflicts.[47] The title builds on the series' signature loot-driven action while emphasizing open-world traversal and new action skills for its Vault Hunters.[48] Post-launch plans include seasonal content and DLC, with the first Vault Hunter character expansion slated for early 2026, alongside free updates to core systems.[49] Initial projections positioned it as a key driver for Take-Two's fiscal growth, leveraging the franchise's established fanbase. As of November 2025, however, sales were softer than expected due to PC performance issues at launch, with estimates of 2–5 million units sold initially, and player counts dropping over 95% from peak, though it recorded the franchise's highest U.S. launch-month dollar sales.[50][11][51] In 2024 and 2025, Gearbox focused on supporting published titles like Homeworld 3, released in May 2024 by Gearbox Publishing, with ongoing DLC packs including free war games modes and paid story expansions through late 2024.[52] The studio also navigated a June 2025 controversy over Take-Two's updated End User License Agreement (EULA), which sparked player concerns about data access and led to review bombing on Steam; Gearbox issued statements affirming no spyware implementation and emphasizing transparency in cross-platform features.[53] Post-acquisition, Gearbox maintained operational stability with no reported major layoffs in 2025, allowing focus on integration and project continuity despite earlier restructuring in April 2024.[54] Looking ahead, Gearbox has teased further developments in its Risk of Rain franchise, acquired in 2022, including new projects unveiled in 2023 such as Risk of Rain Returns, though a planned mobile adaptation, Risk of Rain: Hostile Worlds, was canceled in 2024.[55][56] At the 2025 Game Developers Conference, Gearbox highlighted technological advancements like markerless motion capture tools to streamline animation pipelines, signaling investments in future IP innovation.[57]Organization
Leadership and key personnel
Randy Pitchford co-founded Gearbox Software in 1999 and has served as its president and chief creative officer, guiding the company's intellectual property vision and strategic direction since inception.[58] As CEO of the broader Gearbox Entertainment Company, Pitchford oversees development and publishing efforts, maintaining a hands-on role in creative decisions that have defined the studio's output.[58] In 2019, Pitchford faced a high-profile compensation scandal when former general counsel Walter Callender filed a lawsuit alleging Pitchford had secretly taken a $12 million bonus from Borderlands 2 profits, denying raises to employees; the dispute was resolved through a settlement later that year.[59] In 2021, long-time Gearbox veteran Steve Jones, previously the chief technology officer, was promoted to president of Gearbox Software, allowing Pitchford to focus on the parent company's expansion into entertainment beyond gaming.[60] Jones, with over two decades at the studio, now leads day-to-day operations and production oversight, ensuring alignment with Gearbox's technical and creative goals.[61] Following Take-Two Interactive's acquisition of Gearbox Entertainment in June 2024 for $460 million, the executive team, including Pitchford and Jones, has remained intact, with no reported changes to board integration or leadership structure as of late 2025.[43] Brian Martel, another co-founder from 1999, served as executive vice president, chief creative officer, and art director, profoundly influencing Gearbox's early visual style and company culture through his work on logos, art direction, and creative processes.[62] Martel's contributions to the studio's foundational aesthetic and collaborative environment persist in Gearbox's design ethos, even after his departure in 2015.[63] Gearbox has prioritized diversity and inclusion through active employee resource groups supporting Latinx, Asian/Pacific Islander, LGBTQIA+, women, and Black and Brown communities, fostering a supportive workplace environment.[64] In 2023, the company launched Gearbox Gives, a philanthropic initiative aimed at leveraging entertainment for social good, which includes efforts to promote inclusive hiring practices.[65] Between 2023 and 2025, Gearbox expanded its team to support ongoing projects, including key hires in design and production roles for upcoming titles like Borderlands 4, though specific names of lead designers remain undisclosed publicly.[66]Studios, locations, and subsidiaries
Gearbox Software maintains its headquarters in Frisco, Texas, having relocated there from Plano in 2018 to a dedicated office building in Frisco Square that supports its primary game development operations.[67][68] The Frisco campus employs approximately 500 staff members focused on core development activities, with overall employee growth across the organization linked to the success of the Borderlands franchise.[69][70] In addition to the Texas headquarters, Gearbox operates international studios in Canada, including Gearbox Studio Montréal, established in 2021 as part of a CAD $200 million investment to create 250 jobs supporting development on Borderlands projects and new intellectual property, and Gearbox Studio Québec in Quebec City for complementary production roles.[7][71][43] These locations contribute around 100-250 employees combined, emphasizing publishing and support functions within the broader Gearbox structure. No verified remote teams are maintained in Austin or Seattle. As part of The Gearbox Entertainment Company—acquired by Take-Two Interactive in 2024 for $460 million—Gearbox oversees several subsidiaries, including Gearbox Publishing, established in 2016 and headquartered in Redwood City, California, which handles third-party titles such as Risk of Rain 2 and Godfall while allowing developers to retain IP ownership.[43][65][72] Certain prior acquisitions, such as Cryptic Studios and Lost Boys Interactive from 2021, were retained by Embracer Group in the divestment and are no longer part of Gearbox Entertainment. Gearbox Publishing San Francisco, formed through the 2022 integration of acquired assets from Perfect World Entertainment, focuses on mobile and digital publishing initiatives but was retained by Embracer Group post-sale and rebranded as Arc Games in 2024.[73][9] Other entities include Gearbox Studio for operational support and Gearbox Properties for IP management.[74] Following the Take-Two acquisition, Gearbox has integrated resources with 2K labels for enhanced quality assurance on projects like Borderlands 4, set for release in 2025, though specific shared facilities such as Novato remain unconfirmed.[43][75]Video games
Developed titles
Gearbox Software's developed titles span expansions, original first-person shooters, and looter-shooter franchises, emphasizing innovative mechanics like squad-based tactics and randomized loot systems. The studio's portfolio began with contributions to the Half-Life series and grew into acclaimed series such as Brothers in Arms and Borderlands, often co-developed with partners for ports and expansions. These games have collectively sold tens of millions of copies, with the Borderlands franchise alone surpassing 99 million units as of November 2025.[5][76][77] The following table catalogs Gearbox's primary developed titles chronologically, highlighting key details.| Title | Release Year | Platforms | Key Features | Metacritic Score | Sales/Impact | Development Notes |
|---|---|---|---|---|---|---|
| Half-Life: Opposing Force | 1999 | PC | Expansion allowing play as security guard Adrian Shephard; new weapons, aliens, and story branching from the original Half-Life. | 90 | Contributed to Half-Life's enduring legacy as a genre-defining FPS. | Developed by Gearbox for Valve; standalone expansion.[78] |
| Half-Life: Blue Shift | 2001 | PC | Prequel expansion as security guard Barney Calhoun; focuses on employee perspective during Black Mesa incident with puzzle-solving elements. | 71 | Expanded the Half-Life universe, enhancing replayability for fans. | Developed by Gearbox for Valve; part of the Half-Life Millennium Collection. |
| Half-Life: Decay | 2001 | PlayStation 2 | Co-op expansion with two scientists; unique multiplayer mode integrated into single-player campaign, emphasizing teamwork. | N/A (console-exclusive expansion bundled with PS2 port) | Boosted PS2 port sales by adding exclusive co-op content. | Co-developed by Gearbox and Valve; exclusive to Half-Life PS2 port, with Aspyr handling porting. |
| Brothers in Arms: Road to Hill 30 | 2005 | PC, PlayStation 2, Xbox | Authentic WWII squad-based tactics; realistic suppression mechanics and historical missions based on 101st Airborne. | 82 (PC) | Sold over 1 million units, establishing the series' tactical FPS niche. | Original title developed by Gearbox; published by Ubisoft.[79] |
| Brothers in Arms: Earned in Blood | 2005 | PC, Xbox | Expansion sequel with branching narratives and improved AI for squad commands in WWII settings. | 78 | Extended the core game's sales, adding depth to tactical gameplay. | Developed by Gearbox as standalone expansion; co-developed with Aspyr for ports. |
| Brothers in Arms: Hell's Highway | 2008 | PC, PlayStation 3, Xbox 360 | Advanced squad AI and cinematic storytelling; destructible environments during Operation Market Garden. | 75 (PS3) | Sold around 1.5 million copies, praised for visuals but critiqued for repetition. | Developed by Gearbox; next-gen evolution of the series. |
| Borderlands | 2009 | PC, PlayStation 3, Xbox 360 | Looter-shooter RPG hybrid with procedural loot generation, cel-shaded art, and four-class co-op system on Pandora. | 84 (PC) | Sold over 11 million copies lifetime, launching the billion-dollar franchise. | Original IP developed by Gearbox; used Unreal Engine 3.[80] |
| Duke Nukem Forever (PC version) | 2011 | PC, PlayStation 3, Xbox 360 | Humorous FPS with interactive environments and over-the-top action; long-delayed sequel finished by Gearbox. | 49 (PC) | Sold 2 million copies despite mixed reception, ending the 14-year wait. | Gearbox completed development from 3D Realms' assets; PC lead development. |
| Borderlands 2 | 2012 | PC, PlayStation 3, Xbox 360 | Expanded loot variety, deeper skill trees, and satirical story with Handsome Jack antagonist; seamless co-op. | 89 (PC) | Over 30 million copies sold as of 2025, highest-rated in the series. | Developed by Gearbox; enhanced with Badass Ranks and DLC support. |
| Aliens: Colonial Marines | 2013 | PC, PlayStation 3, Xbox 360, Wii U | Survival horror FPS with AI marines and xenomorph encounters; faithful to Alien lore. | 43 (PC) | Sold approximately 1.3 million copies but criticized for AI and graphics issues. | Developed by Gearbox; ambitious adaptation that underdelivered. |
| Borderlands: The Pre-Sequel | 2014 | PC, PlayStation 3, Xbox 360 | Low-gravity mechanics, oxygen management, and laser weapons; prequel on moon base Helios. | 67 (PC) | Sold over 4 million copies as a bridge title. | Co-developed by Gearbox and 2K Australia; published by 2K Games. |
| Battleborn | 2016 | PC, PlayStation 4, Xbox One | Hero shooter with MOBA influences, 25 playable characters, and persistent progression in a sci-fi universe. | 72 (PC) | Sold under 1 million but built a dedicated community via free-to-play shift. | Original IP developed by Gearbox; blended FPS and strategy elements. |
| Borderlands 3 | 2019 | PC, PlayStation 4, Xbox One, Stadia | Mantling mechanics, planet-hopping, and massive loot pool; endgame mayhem modes for replayability. | 81 (PC) | Over 23 million copies sold as of 2025, pushing franchise past $1 billion revenue. | Developed by Gearbox with Gearbox Quebec; next-gen ports by Aspyr.[81] |
| Tiny Tina's Wonderlands | 2022 | PC, PlayStation 4/5, Xbox One/Series X | S, Nintendo Switch (2023 port) | D&D-inspired fantasy spin-off with multiclass system, spell-casting guns, and tabletop narration. | 78 (PC) | Sold millions of copies, exceeding expectations and expanding Borderlands' whimsical side. |
| Borderlands 4 | 2025 | PC, PlayStation 5, Xbox Series X | S | Evolved vault hunter abilities, dynamic world events, and cross-play focus; largest map in series history. | 81 (PC) | Sold approximately 5 million copies by November 2025, generating significant revenue but softer than expected due to PC optimization issues and leading to a 95% player drop-off post-launch; highest dollar sales month in franchise history; franchise total nearing 100 million units as of November 2025. |
| Homeworld 3 (post-launch support) | 2024 | PC | Real-time strategy with 3D space battles; Gearbox provided updates and DLC integration post-release. | 75 | Contributed to series revival, with expansions enhancing fleet customization. | Primary development by Blackbird Interactive; Gearbox handled publishing and ongoing support.[83][84] |
Published titles
Gearbox Publishing, the publishing division of Gearbox Software, emerged in the mid-2010s as a means to handle external distribution and marketing, initially supporting retail releases for digital-first titles before evolving into a full-service publisher for independent studios by 2020. This shift allowed Gearbox to collaborate with third-party developers on global launches, often emphasizing cross-platform availability on PC via Steam and Epic Games Store, as well as consoles, with a focus on indie and mid-tier action, roguelike, and strategy games. The arm's portfolio grew significantly under Embracer Group ownership starting in 2021, incorporating acquired labels like Perfect World Entertainment, which brought established partnerships; however, following the 2024 acquisition of Gearbox Entertainment by Take-Two Interactive, publishing operations under Take-Two continued to expand indie collaborations while integrating with broader distribution strategies. The San Francisco-based entity, previously Gearbox Publishing San Francisco and rebranded as Arc Games in 2024, was retained by Embracer Group and explored mobile and experimental formats, including web3-integrated projects aimed at blockchain-enhanced ownership models, though these remained in early testing phases without major launches by late 2025.[88] Key titles in the Gearbox Publishing portfolio highlight partnerships with external developers, such as the roguelite shooter Risk of Rain 2, developed by Hopoo Games and released in early access in 2019 with full launch in 2020. This title exemplifies Gearbox's strategy of supporting genre-blending indies, achieving over 1 million units sold on Steam alone within its first month and estimated total sales exceeding 9 million units across platforms by late 2023, driven by marketing campaigns emphasizing co-op gameplay and procedural generation. Similarly, Remnant 2, a sequel developed by Gunfire Games and published in 2023, built on the original's foundation through Gearbox's post-acquisition integration of Perfect World assets, selling over 2 million units in its first few months and generating more than $66 million in net revenue by September 2023.[89][90][91][92] Other notable collaborations include strategy and action titles like Homeworld 3 (Blackbird Interactive, 2024), a real-time strategy game that launched globally on PC with advanced access in May, focusing on cinematic storytelling and modding support via partnerships like mod.io, and Godfall (Counterplay Games, 2020), a looter-slasher exclusive to next-gen consoles at launch, which Gearbox marketed as a premium melee combat experience with ongoing content updates. Gearbox also handled distribution for remasters and ports, such as Bulletstorm: Full Clip Edition (People Can Fly, 2017 re-release), broadening access to older titles through enhanced visuals and new platforms. These efforts often prioritized Epic Games Store exclusivity or timed windows for PC releases to leverage funding and visibility.[93][94][95][96]| Title | Developer | Release Year | Key Platforms | Notable Metrics |
|---|---|---|---|---|
| Risk of Rain 2 | Hopoo Games | 2020 | PC (Steam, Epic), PS4, Xbox One, Switch | >9 million units sold; $142 million gross revenue[90] |
| Remnant 2 | Gunfire Games | 2023 | PC, PS5, Xbox Series X/S | >2 million units; $66+ million net sales in Q3 2023[91] |
| Homeworld 3 | Blackbird Interactive | 2024 | PC (Steam, Epic) | Global launch with modding tools; part of revived franchise[97] |
| Godfall | Counterplay Games | 2020 | PS5, PC | PS5 launch exclusive; looter-slasher with expansions[95] |
| We Happy Few | Compulsion Games | 2018 | PC, PS4, Xbox One | Narrative-driven survival; console ports post-Early Access[98] |
| Tribes of Midgard | Norsfell | 2021 | PC, PS4/5, Xbox, Switch | Survival action; cross-play focus[96] |