A Studio Still Finding Its Footing After Disco Elysium
ZA/UM, the studio behind the cult RPG Disco Elysium, has laid off up to 32 employees roughly two months after shipping its follow-up title, Zero Parades.

The Numbers and the Timeline
Thirty-two is not a small number for a studio of ZA/UM’s size. These are not peripheral contractors or short-term hires being cycled out after a project wraps – the figure represents a meaningful cut to a team that spent years rebuilding its identity after the messy, public falling-out with the original creative leads behind Disco Elysium. Losing that many people this close to a launch raises immediate questions about how Zero Parades performed commercially.
The timing is the sharpest detail here. Two months is an unusually short window between a game’s release and a significant reduction in headcount. Studios typically retain staff through the post-launch patch cycle, which handles bug fixes, performance issues, and day-one feedback from players. Cutting 32 people while that window is still arguably open suggests the decision was driven by financial results, not a natural end-of-project wind-down.
ZA/UM has not publicly disclosed sales figures for Zero Parades, so the direct connection between the game’s reception and the layoffs remains unconfirmed by the company. What is confirmed is the headcount reduction itself and when it happened.
The studio had already been navigating difficult terrain. The departure – and subsequent legal dispute – involving original Disco Elysium writers Robert Kurvitz and Aleksander Rostov cast a long shadow over ZA/UM’s ability to position itself as a creative continuation of that game’s legacy. Zero Parades was, in many ways, the first real test of whether the studio could stand on its own terms.

What This Means for ZA/UM’s Next Chapter
Game studios laying off staff after a launch is not unusual in the industry – it is, in fact, a depressingly common occurrence. Publishers and developers routinely scale up during production and shed staff once a title ships. But ZA/UM’s situation carries extra weight because of how much the studio’s reputation depends on maintaining the perception that it still has the creative capacity to produce work at the level Disco Elysium set.
Thirty-two employees cut from a studio that was already operating under scrutiny means institutional knowledge walks out with them. Writers, designers, and systems developers who worked on Zero Parades and learned the studio’s tools and workflows are now on the market. That kind of loss compounds over time, especially when a studio needs to ramp up for its next project.
There is also the question of morale among the staff that remains. Layoffs of this scale, arriving this quickly after a launch, tend to produce uncertainty across an entire organization. People who kept their jobs wonder whether another round is coming. Recruiting becomes harder when the studio is publicly associated with cuts.
ZA/UM built its reputation on a single, idiosyncratic masterpiece that took years to make and connected with a specific kind of player who cared deeply about writing, world-building, and political philosophy folded into RPG mechanics. That audience is loyal, but it is also paying close attention to whether the studio is capable of earning that loyalty again without the people who originally earned it.
Whether Zero Parades satisfied or disappointed that audience is a separate conversation from the business outcome ZA/UM is now managing. The two questions are related, but not identical – a game can review well and still underperform against the financial targets a studio set during production.
Where Things Stand
As of now, ZA/UM has confirmed up to 32 layoffs following the launch of Zero Parades. The studio has not issued a detailed public statement explaining the rationale, the departments affected, or what its project slate looks like going forward.

Thirty-two people is a concrete number attached to real careers, and the two-month gap between a game shipping and those jobs disappearing is the kind of detail that tends to define how a studio is remembered during its harder periods – not just by the press, but by developers deciding where to work next.








