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Saber Interactive

Saber Interactive Inc. is an American and publisher founded in 2001 by Matthew Karch, Andrey Iones, and Anton Krupkin, headquartered in . The company specializes in creating high-quality titles and ports for PC, consoles, and mobile platforms, with a portfolio that includes original developments, remasters, and adaptations of major franchises. It currently operates 13 studios across the Americas and Europe, employing over 3,000 people as of 2024. Among its most notable releases are the cooperative zombie shooter (2019), which sold over 3 million units, the off-road simulation (2020), and the action-packed (2024). Saber Interactive has also gained recognition for technical ports and remasters, such as The Witcher 3: Wild Hunt for (2019), Halo: The Master Chief Collection for PC (2019), and (2020). The studio's work often emphasizes multiplayer experiences, simulation mechanics, and high-fidelity adaptations of licensed properties, contributing to revenues of approximately $105 million in 2019 prior to its acquisition. In February 2020, Embracer Group acquired Saber Interactive for an initial payment of $150 million, with the total deal reaching $525 million including earn-outs. During its time under Embracer, Saber expanded through acquisitions like 3D Realms (2021) and contributed to major projects, but faced restructuring amid the parent's financial challenges. In March 2024, Embracer divested Saber and select assets to Beacon Interactive—a firm controlled by CEO Matthew Karch—for $247 million, allowing the company to regain independence while retaining key IP and studios, excluding entities like 4A Games and Zen Studios. This transaction also facilitated Embracer's exit from Russian operations by divesting related Saber assets.

History

Founding and early development

Saber Interactive was founded in 2001 in , , by Andrey Iones, Matthew Karch, and Anton Krupkin. The trio, consisting of industry veterans with backgrounds in and game development, established the company with a focus on creating high-quality using in-house . Starting as a small team of just three members, Saber Interactive prioritized the development of a proprietary 3D engine from the ground up, which became the cornerstone of their early operations. This engine, later named Saber3D, was designed to support advanced rendering and multi-platform compatibility, reflecting the founders' vision for sustainable, technology-driven game creation. The company's debut project, , marked its entry into the gaming industry in 2003. This , published by , featured mythological themes and fast-paced action, and was built using an initial version of the Saber3D engine. Developed in a remarkably short period of about four months, demonstrated the team's technical prowess despite mixed critical reception, as it showcased innovative level design and enemy variety inspired by titles like . The game's release helped Saber Interactive gain initial recognition and secure subsequent work-for-hire contracts, allowing the studio to refine its engine and processes. In the years following , Saber Interactive expanded its portfolio through additional projects and engine iterations. By 2007, the studio released , a time-manipulation shooter published by , which utilized an enhanced Saber3D engine version (v.S2) integrated with Havok physics for more dynamic gameplay mechanics. This title highlighted the company's growing expertise in proprietary tools, enabling efficient development across PC and console platforms. Throughout the mid-2000s, Saber maintained an organic growth trajectory, taking on porting and co-development roles for major publishers while continuously updating Saber3D to version 4 by the early , solidifying its reputation as a versatile mid-sized developer.

International expansion and key partnerships

Saber Interactive's international expansion accelerated in the mid-2010s, beginning with the establishment of its first studio outside the and in , , in August 2016. This move was driven by the need to tap into European talent pools and diversify operations beyond its core development base in St. Petersburg, , and headquarters in . By 2020, the company had expanded to six offices, incorporating studios in Porto, Portugal; Minsk, Belarus; and Sundsvall, Sweden— the latter acquired through the purchase of the porting specialist Binary Motion—employing approximately 600 internal developers across these locations. Further growth came via strategic acquisitions that strengthened its European footprint. In 2019, Saber acquired Bigmoon Entertainment, a developer focused on open-world games, and rebranded it as , enhancing its capabilities in action-adventure and racing titles. The expansion intensified in 2021 under the umbrella, with acquisitions of in (a studio known for ports and shooters), Fractured Byte in (specializing in multiplayer games), SmartPhone Labs in (mobile development), in the US (iconic for ), and in the US (RPG and expertise), collectively adding over 200 staff and bolstering cross-continental collaboration. Today, Saber operates 13 studios spanning the and , enabling global project distribution and resilience amid regional challenges. Parallel to its studio growth, Saber has cultivated key partnerships with prominent publishers and IP holders to support co-development, porting, and publishing efforts. A landmark collaboration began in 2018 with CD Projekt RED, where Saber handled the technically demanding Nintendo Switch port of , preserving the game's expansive world and graphical fidelity for handheld play. This was followed by a multi-year alliance with , starting with the 2019 release of , a co-op licensed from the film franchise that sold over 3 million units and showcased Saber's Swarm Engine for large-scale zombie hordes. The partnership extended in 2024 with a co-funded AAA action-RPG based on Nickelodeon's , emphasizing narrative-driven gameplay in a fantasy world. Other significant ties include ongoing work with on the MudRunner and SnowRunner series, where Saber contributed to simulation mechanics and expansions, and a 2025 deal with for an untitled AAA title drawn from one of its "tentpole" IPs, leveraging the team behind Warhammer 40,000: Space Marine 2. Additionally, Saber partnered with and to remaster Halo: The Master Chief Collection for PC in 2019 and subsequent ports, demonstrating its porting prowess across platforms. These alliances have not only diversified Saber's portfolio but also established it as a reliable collaborator for high-profile adaptations and technical challenges.

Acquisition by Embracer Group

In February 2020, Embracer Group announced an agreement to acquire substantially all of the assets of Saber Interactive Inc., a video game developer known for titles such as World War Z, along with the assets of its subsidiary All Stars S.A. The deal, signed on February 19, 2020, involved the company's founders and management as sellers, who agreed to reinvest a portion of the proceeds into Embracer shares to align interests. The initial purchase price was set at USD 150 million, with an additional earn-out consideration of up to USD 375 million contingent on meeting specified performance criteria over the following three years, potentially bringing the total value to USD 525 million. The transaction was expected to close in the second quarter of 2020, subject to customary closing conditions. The acquisition positioned Saber Interactive as a wholly owned within Embracer Group's operating segment focused on PC and console games, enhancing the parent's portfolio with Saber's expertise in third-person shooters and co-op titles. Embracer's CEO, Wingefors, highlighted the strategic fit, noting that Saber's skilled team and ongoing projects would bolster the company's presence in the competitive PC and console markets. Saber CEO Karch emphasized the benefits of joining Embracer, describing it as an opportunity to expand development capabilities with additional resources and support. Post-acquisition, Saber retained its leadership and operational independence, continuing to operate from its global studios while integrating into Embracer's broader ecosystem of over 3,000 employees at the time. This move was part of Embracer's aggressive expansion strategy in the late 2010s and early 2020s, following a series of acquisitions aimed at building a diversified gaming conglomerate. By incorporating Saber, Embracer gained access to a pipeline of high-profile projects and established relationships with major publishers, further solidifying its role as a key player in and mid-tier game development.

Return to independence and recent developments

In March 2024, Embracer Group announced an agreement to divest selected assets from its Saber Interactive operative group to Beacon Interactive, a new entity controlled by Saber co-founder and CEO Matthew Karch, for a total consideration of approximately $247 million. The transaction included $44 million in cash, the assumption of $44 million in intercompany debt, and $203 million in promissory notes payable over time, effectively returning operational control of Saber Interactive to its management team and marking a return to independence after nearly four years under Embracer. This divestment also enabled Embracer to cease all remaining operations in Russia, including the closure of Saber's St. Petersburg studio, aligning with geopolitical considerations following the 2022 invasion of Ukraine. The agreement initially provided Beacon Interactive with an option to acquire additional Embracer subsidiaries, including 4A Games (developers of the Metro series) and Zen Studios (known for pinball titles), for $28.1 million. However, in September 2024, Beacon declined to exercise this option, allowing both studios to remain with Embracer Group; concurrently, Embracer received early partial payments on the promissory notes from Saber, totaling SEK 300 million (about $29 million), with the balance scheduled through 2025. To support post-independence growth and settle outstanding obligations to Embracer, Saber secured a significant undisclosed equity investment in September 2024 from private equity firms Aleph Capital Partners and Crestview Partners, which facilitated the full repayment of acquisition-related debt and positioned the company for expanded development initiatives. Following its independence, Saber Interactive focused on high-profile releases and new partnerships, with Warhammer 40,000: Space Marine 2 launching on September 9, 2024, to critical acclaim and commercial triumph, selling over 7 million copies within its first year and becoming the fastest-selling and highest-grossing Warhammer game on Steam. The title's success, driven by its intense co-op gameplay and horde-based combat utilizing Saber's proprietary Swarm Engine, not only boosted the studio's profile but also contributed to a 2.5-fold increase in Games Workshop's licensing revenue for the half-year ending November 2024. In August 2024, Saber partnered with Focus Entertainment to reveal RoadCraft, a next-generation construction simulation game emphasizing realistic machinery and open-world building, slated for release in 2025. Throughout 2025, Saber released several titles, including The Knightling (August 2025), a fantasy action-adventure; World War Z VR (August 2025), an immersive single-player shooter; and Painkiller (October 2025), a co-op reboot of the classic FPS series. The studio continues development on ambitious projects such as the Star Wars: Knights of the Old Republic remake (ongoing, TBA); John Carpenter's Toxic Commando (early 2026); Bus Bound (TBA); Jurassic Park: Survival, a single-player survival horror game set between the events of the first two films (TBA, expected 2025 or later); and Turok: Origins, a new entry in the dinosaur-hunting FPS series revealed in December 2024 (TBA). A major milestone came in February 2025 when Saber announced a collaboration with to develop an untitled AAA game based on one of the toy giant's "tentpole" intellectual properties, with the project led by the Space Marine 2 team to leverage advanced swarm technology for large-scale action. This partnership underscores Saber's post-independence strategy of pursuing high-impact licensed adaptations. With over 10 unannounced projects in the pipeline across its 13 studios, Saber continues to emphasize co-development, , and porting services, solidifying its role as an independent powerhouse in the industry.

Corporate affairs

Leadership and ownership

Saber Interactive was founded in 2001 by Matthew Karch, Andrey Iones, and Anton Krupkin as an focused on creating titles for PC and consoles. Initially privately owned by its co-founders, the company operated autonomously, building a portfolio of games and establishing studios across multiple countries. In February 2020, Embracer Group acquired Saber Interactive for an initial payment of $150 million, with potential earn-outs bringing the total value to $525 million based on performance milestones. Under Embracer's ownership, Saber expanded through acquisitions and internal growth, becoming one of the group's largest operating units with over 2,600 employees by 2023. However, amid Embracer's broader financial restructuring following a failed investment deal, the company was divested in March 2024 to Beacon Interactive, a new entity controlled by co-founder and CEO Matthew Karch, for an upfront payment of $247 million and potential additional payments up to $500 million. This management-led buyout restored independence to Saber, excluding certain subsidiaries like 4A Games and Zen Studios, which remained with Embracer. As of 2025, Saber Interactive is owned by Interactive, with significant equity investments from private equity firms Aleph Capital Partners and Crestview Partners secured in September 2024 to settle remaining obligations to Embracer. As of 2025, the company employs over 3,500 people across its studios. These investments also led to board expansions, including Aleph Capital's managing director Jamie Rahamim and Crestview's president joining alongside co-founders Karch and Iones. The structure positions as the controlling entity, enabling Saber to operate as an independent developer and publisher with 13 studios worldwide. Leadership at Saber Interactive is anchored by its co-founders, who continue to hold key executive roles. Matthew Karch serves as CEO, overseeing strategic direction and operations since the company's inception. Andrey Iones, co-founder and , manages and day-to-day studio activities. Anton Krupkin, the third co-founder, contributes as lead , focusing on technical development and in-house tools. joined as chief creative officer in 2019, bringing expertise from to guide creative vision across Saber's portfolio. This core team has navigated the company's transitions, emphasizing sustainable growth and technological innovation.

Headquarters and studios

Saber Interactive is headquartered in , , where key management, design, and research and development activities are primarily conducted. The headquarters oversees the company's global operations as a leading and publisher. The company maintains a distributed network of 13 studios across the Americas and Europe, enabling collaborative development on a wide range of projects. These studios are situated in multiple countries, including the , , , , , , , , , , , , , and . This international structure supports specialized teams for art, animation, programming, and porting, with the largest studio located in , , serving as a major hub for core development work. Notable studios within the network include:
  • Saber Porto, based in , , focusing on racing and simulation titles such as Dakar Desert Rally.
  • DIGIC Pictures, located in , , specializing in high-fidelity animation and cinematics for games like .
  • Mad Head Games, with offices in and , , known for action games including : The Game.
  • 3D Realms, situated in , , renowned for classic titles like and ongoing projects such as the Painkiller reboot.
This decentralized model allows Saber Interactive to leverage diverse talent pools and expertise while maintaining centralized oversight from its U.S. headquarters. As of 2025, the studios continue to expand support for multi-platform releases, including PC, consoles, and mobile.

Former subsidiaries and divestitures

In March 2024, Embracer Group announced the divestiture of Saber Interactive and several of its associated assets to Beacon Interactive, a management-led buyout group controlled by Saber's CEO Matthew Karch, for an initial consideration of $247 million. This transaction, which included 38 ongoing game development projects and 2,950 employees across various studios, marked Saber's return to independence after its 2020 acquisition by Embracer. As part of the agreement, Embracer retained ownership of multiple subsidiaries previously operating under the Saber operative group, effectively divesting them from Saber. The retained subsidiaries encompassed a range of development studios acquired by Saber or Embracer during Saber's tenure within the group. These included:
  • 34BigThings (), known for racing simulations like . Acquired by Saber in November 2020.
  • 4A Games (), developers of the series. Acquired by Saber in December 2020 and confirmed to remain with Embracer in September 2024.
  • Aspyr Media (), specializing in ports of titles like Star Wars games. Acquired by Saber in January 2022.
  • Beamdog (), focused on RPG enhancements such as . Acquired by Saber in March 2022.
  • Demiurge Studios (), creators of action RPGs like . Acquired by Saber in April 2022.
  • Shiver Entertainment (), developers of Kingdoms of Amalur: Re-Reckoning. Acquired by Saber in December 2021 and later sold by Embracer to in May 2024.
  • Tripwire Interactive (), known for Killing Floor and . Acquired by Saber in August 2022.
  • Tuxedo Labs (), an AI-focused studio behind Nightingale. Acquired by Saber in February 2023.
  • Zen Studios (/), publishers of . Acquired by Saber in November 2020 and confirmed to remain with Embracer in September 2024.
This divestiture also enabled Embracer to fully exit operations in Russia, where Saber maintained significant development presence, including its largest office in Saint Petersburg. The transaction encompassed the transfer of Saber's Russian-based assets to the buyer, allowing Embracer to cease all activities in the region amid geopolitical tensions following Russia's 2022 invasion of Ukraine. No prior major divestitures of subsidiaries by Saber were recorded before its integration into Embracer.

Products and services

Developed games

Saber Interactive has developed numerous video games across multiple genres, including first-person shooters, off-road simulations, and cooperative multiplayer experiences, often leveraging licensed intellectual properties alongside original concepts. The company's development efforts span major platforms such as PC, , , and , with a focus on high-fidelity graphics and innovative gameplay mechanics powered by their in-house engines. Early in its history, Saber Interactive gained recognition for action-oriented titles like (2007), a featuring time-manipulation abilities, developed in partnership with for PC, , and Xbox 360. This was followed by (2008), a with multiplayer elements for , and (2009), an open-world set in World War II-era , co-developed with for multiple platforms. These projects established Saber's expertise in fast-paced, narrative-driven gameplay. In the , Saber expanded into simulation and multiplayer genres. Notable releases include Spintires: (2017), an off-road driving simulator emphasizing realistic physics and challenging terrain navigation, available on PC, , and . This title spawned the successful series, continuing with (2020), which introduced larger maps, seasonal weather effects, and cooperative play across PC, consoles, and later mobile platforms, selling over 2 million copies by 2021. The series culminated in Expeditions: A Game (2024), shifting focus to scientific exploration in harsh environments while retaining core vehicle simulation elements. Saber has also excelled in cooperative shooters, exemplified by (2019), a third-person zombie survival game supporting up to 20 players in massive swarms, developed for PC, , , and later enhanced for next-gen consoles. The game achieved commercial success, with its Aftermath edition expanding content and reaching over 3 million players as of 2019. Similarly, (2022), based on the horror franchise, offered asymmetrical multiplayer horror gameplay for PC and consoles. More recently, (2024), a third-person action shooter, delivered intense co-op campaigns and PvP modes in the Warhammer universe, praised for its visceral combat and released for PC, , and . Saber Interactive continued its development in 2025 with releases including RoadCraft (May 20, 2025), a , and The Knightling (August 28, 2025), a Metroidvania-style adventure. Other ongoing projects include Jurassic Park: Survival, a adventure set between the events of the first two films; Turok: Origins, a co-op rebooting the classic dinosaur-hunting series for PC and current-gen consoles; and John Carpenter's Toxic Commando, an action-platformer inspired by films. These developments reflect Saber's ongoing commitment to diverse, platform-spanning titles through its network of studios.

Published titles

Saber Interactive's publishing division handles for a variety of video games across major platforms, including titles developed in-house and those from partner studios, with a focus on , , and genres. The company's emphasizes high-production-value experiences, often featuring licensed IPs and innovative gameplay mechanics, contributing to its reputation as a publisher in the industry. Key published franchises include the MudRunner series, starting with Spintires: MudRunner in 2017 and expanding to in 2020, which simulate challenging navigation in harsh environments and have garnered critical acclaim for their realistic physics and expansive open worlds. Another flagship title, (2019), a co-op depicting massive hordes, was co-published by Saber and achieved over 3 million units sold as of 2019, highlighting the company's success in multiplayer-focused games. Saber also published (2021), a medieval multiplayer slasher developed by Torn Banner Studios, which peaked at over 26,000 concurrent players on and received praise for its large-scale battles. In addition to original IPs, Saber has excelled in ports and adaptations, such as the Nintendo Switch edition of (2019), optimizing the expansive RPG for handheld play while maintaining graphical fidelity. The company has also brought third-party titles to broader audiences, including (2018) on consoles and (2018) on Nintendo Switch, both narrative-driven RPGs rooted in horror themes. Recent publications feature (2022 on consoles), a creative destruction sandbox game originally developed by Tuxedo Labs, and (2024), continuing the simulation lineage with scientific exploration elements. Saber's 2025 publishing efforts included A Quiet Place: The Road Ahead (October 17, 2024), a game tied to the film series, RoadCraft (May 20, 2025), an title developed internally, The Knightling (August 28, 2025), a action-adventure developed by Twirlbound, and Painkiller (October 21, 2025), a remake of the 2004 by Anshar Studios. These releases underscore Saber's strategy of blending established series with fresh collaborations to sustain portfolio growth.

Ports and technical contributions

Saber Interactive has established itself as a leading studio in game porting, particularly for bringing ambitious titles to resource-constrained platforms like the Nintendo Switch. The company specializes in optimizing complex open-world games, shooters, and remasters for handheld and console hardware, often tackling projects deemed technically challenging by the industry. Notable examples include the port of The Witcher 3: Wild Hunt to the Nintendo Switch in 2019, which delivered the complete edition—including both expansions—at a playable 30 frames per second despite the game's scale. Other key ports encompass Crysis Remastered (2020) to Switch, showcasing their ability to handle high-fidelity visuals on portable devices, and Kingdom Come: Deliverance (2024) to Switch, which preserved the RPG's intricate mechanics amid hardware limitations. In addition to Switch efforts, Saber has contributed to cross-generation updates and remasters across platforms. They managed the next-generation port of for , , and PC in 2022, incorporating ray tracing, faster loading via PCIe 4.0 SSDs, and enhanced visuals while maintaining compatibility with prior-gen hardware. Earlier work includes the 2011 remaster of Halo: Combat Evolved Anniversary for , where Saber rebuilt the engine to support updated graphics and online multiplayer integration. These projects highlight Saber's role in extending game lifecycles through technical adaptation rather than mere . Saber's technical contributions in porting emphasize , asset optimization, and hardware-specific enhancements. For the Witcher 3 Switch , internally codenamed "Switcher," the studio invested 15 months in development, reducing the game's build size from 46 GB to 28 GB using Oodle compression algorithms, which outperformed standard LZ4 methods for decompression speed. They implemented dynamic resolution scaling (540p docked, down to 400p handheld) to sustain 30 , alongside aggressive texture streaming and a sound streaming system borrowed from CD Projekt Red's Cyberpunk 2077 to conserve RAM—ultimately fitting within the Switch's 4 GB limit while supporting 20 simultaneous audio channels in Opus format. Further innovations involved shifting cloth physics simulations from CPU to GPU, leveraging the Switch's native support for compute shaders to alleviate bottlenecks in the REDengine. Beyond individual ports, Saber's expertise extends to broader technical adaptations, such as integrating optimizations for multi-platform releases like World War Z (2019) on Switch, where they balanced horde-based gameplay with stable performance through custom (level of detail) systems. Their work on (2020) port to Switch further demonstrates proficiency in handling narrative-driven genres, employing proprietary tools for asset to prevent frame drops in dynamic environments. These efforts have positioned Saber as a go-to partner for "impossible ports," prioritizing visual fidelity and playability over exhaustive feature parity.

Technology

In-house engine and tools

Saber Interactive has developed several proprietary game engines to support its development pipeline, emphasizing custom technology to achieve unique visual and simulation effects across projects. The company's earliest major in-house engine, Saber3D, was created following the 2003 release of and debuted in in 2007. This engine powers core gameplay and rendering, supporting features like advanced time manipulation mechanics in and hybrid visuals in remasters such as , where it integrates with the original Halo engine for enhanced graphics while preserving authentic gameplay. Saber3D has been iteratively improved over two decades, with updates enabling multi-platform functionality across PC, consoles, and other systems, and it remains in use for select titles to maintain performance optimizations tailored to Saber's . A key evolution in Saber's engine technology is the Swarm Engine, developed by its Russian studio and first prominently featured in World War Z (2019). This proprietary engine excels in simulating large-scale dynamic behaviors, such as hordes of up to 1,000 zombies in or enemy swarms in (2024), allowing for emergent AI interactions and high-fidelity crowd physics that off-the-shelf engines struggle to replicate at scale. The Swarm Engine also underpins vehicle simulation games like (2020) and Expeditions: A MudRunner Game (2024), succeeding the earlier VeeEngine with enhanced terrain deformation, weather systems, and multiplayer synchronization for off-road environments. Its modular design supports hybrid server hosting, combining bare-metal and cloud infrastructure for stable live-service performance during peak loads, as demonstrated in launches exceeding millions of concurrent players. Beyond engines, Saber Interactive maintains in-house tools for development and operations, including a dedicated back-end platform for live services that handles , , and content updates across multi-platform titles. This ecosystem, supported by over 55 full-time technical staff since at least 2020, enables rapid iteration on features like cross-play and cloud saves. In 2025, Saber released an official modding toolkit for Space Marine 2, providing developers and community creators with access to level editors, VFX tools, scripting, and custom game mode builders—mirroring the internal tools used by the studio to foster post-launch content expansion. These tools underscore Saber's philosophy of proprietary control, allowing customization that integrates seamlessly with their engines for sustained project longevity.

Development philosophy and innovations

Saber Interactive's development emphasizes and in an prone to escalating costs, prioritizing the identification of core fun early in the production cycle to build scalable projects. According to studio representatives, this approach involves rigorous milestone evaluations and creative reviews to prevent , allowing teams to focus resources on proven engaging mechanics rather than expansive features that inflate budgets. CEO Matthew Karch has articulated a broader critique of the traditional model, advocating for high-quality titles developed at more accessible price points to ensure viability without relying on massive investments typically reserved for franchises. This is reflected in their collaborative partnerships with publishers, where Saber maintains creative autonomy while aligning on shared visions, as seen in projects like , where the studio's passion for innovative co-op experiences drove development without external overreach. A cornerstone of Saber's innovations lies in their proprietary in-house engines, which enable technical feats not easily achievable with off-the-shelf solutions and contribute to their long-term operational resilience. The studio's early Saber3D engine, introduced in the mid-2000s, powered titles like (2007), incorporating advanced rendering techniques such as for realistic visuals and seamless integration of time-manipulation mechanics that allowed players to slow, rewind, or fast-forward time during . This engine's toolset facilitated rapid iteration on complex physics and environmental interactions, setting a foundation for Saber's emphasis on custom technology to handle ambitious simulations without dependency on third-party . More recently, the Swarm Engine represents a significant , specifically engineered to manage vast numbers of AI-controlled entities in , enabling horde-based on a massive scale. Debuting in (2019), it supported up to 1,000 dynamic zombies on screen simultaneously, with emergent behaviors like climbing and swarming that created intense, unpredictable encounters across co-op campaigns. The engine's efficiency in crowd and has been extended to Warhammer 40,000: 2 (2024), where it handles thousands of Tyranid enemies in large-scale battles, enhancing tactical depth while maintaining performance on current-gen consoles and PC. Saber has also adapted Swarm for -heavy titles like (2020), replacing earlier engines to improve off-road physics and environmental deformation, and it underpins upcoming projects such as a "tentpole" IP focused on swarm mechanics. This proprietary focus allows Saber to iterate across genres—from shooters to —while controlling costs through reusable tools, a Karch credits for the studio's endurance amid industry volatility.

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