Less than six months after launching Skate* into early access, Electronic Arts’ Full Circle studio has announced a restructuring that will reshape its team. The changes—described as necessary to 'move faster, listen more closely, and deliver consistently'—signal a deliberate shift in how the studio approaches development, though the move also comes as player engagement metrics raise questions about the game’s trajectory.

The layoffs, while framed as a restructuring for efficiency, mark a significant pivot for a studio that has been building Skate from the ground up. A statement from Full Circle acknowledges the impact on those affected, emphasizing their contributions to the game’s foundation while committing to support them through the transition. The exact number of employees impacted has not been disclosed.

Player numbers tell a mixed story. Skate, which launched in early access in late 2025, saw a surge of nearly 135,000 concurrent players during its initial weeks—a strong start for a free-to-play title. However, as of early 2026, those numbers have settled into the low thousands, a drop that reflects the challenges of sustaining momentum in a competitive multiplayer space. The game is available across multiple platforms, including PC, consoles, and mobile, but Steam’s concurrent player data offers a clear benchmark for its current reach.

Skate Developer Full Circle Restructures, Cuts Staff Amid Shifting Priorities

Despite the reductions, Full Circle has reaffirmed its commitment to Skate, outlining a more transparent approach to development updates. The studio’s latest roadmap for Season 3 introduces a new framework for feature disclosure, categorizing updates as either 'in development' or 'on the radar.' The latter designation signals ideas still in exploratory phases, with no guarantees of implementation. This shift is presented as a way to manage player expectations in early access, where priorities can evolve rapidly.

The transparency around development uncertainty contrasts with the studio’s internal focus on streamlining operations. By reducing headcount, Full Circle aims to eliminate layers that might slow decision-making, though the effectiveness of this approach remains to be seen. The studio’s emphasis on 'listening more closely' to players suggests an intent to align development with community feedback, but the layoffs themselves may complicate that effort, particularly for those whose roles were centered on player engagement.

Looking ahead, Skate*’s future hinges on its ability to adapt. The game’s free-to-play model and multiplatform availability offer opportunities to expand its audience, but the current player drop highlights the need for consistent updates and compelling content. Full Circle’s restructuring could accelerate innovation, but it also risks alienating the very players the studio claims to prioritize. The coming seasons will reveal whether the cuts translate into faster, more responsive development—or simply a leaner team grappling with the same challenges.