{"id":1724875,"date":"2026-10-20T19:56:17","date_gmt":"2026-10-20T19:56:17","guid":{"rendered":"http:\/\/b6k7UPRaCqtVb2HT6q6iwY"},"modified":"2026-10-20T19:56:17","modified_gmt":"2026-10-20T19:56:17","slug":"founder-of-bankrupt-samson-studio-mulls-how-to-use-ai-for-his-next-attempt-cutting-corners-in-game-development-has-a-habit-of-coming-back-to-bite-you-in-the-ass","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/founder-of-bankrupt-samson-studio-mulls-how-to-use-ai-for-his-next-attempt-cutting-corners-in-game-development-has-a-habit-of-coming-back-to-bite-you-in-the-ass\/","title":{"rendered":"Founder of bankrupt Samson studio mulls how to use AI for his next attempt: &#8216;Cutting corners in game development has a habit of coming back to bite you in the ass&#8217;"},"content":{"rendered":"<article>\n<p>Christofer Sundberg, the founder of Samson developer Liquid Swords, has confirmed the studio&#8217;s closure, saying that while the console version of the game enjoyed &#8220;much greater success&#8221; than the PC release, it &#8220;wasn&#8217;t enough to get the company across the finish line.&#8221;<\/p>\n<p>Reports over the weekend revealed that Liquid Swords had <a href=\"https:\/\/www.pcgamer.com\/gaming-industry\/liquid-swords-developer-of-open-city-crime-sim-samson-has-gone-bankrupt-following-staff-claims-that-they-havent-been-paid-in-two-months\/\" target=\"_blank\">gone bankrupt<\/a> just six months after the PC release of Samson, which was followed by a console launch in September. &#8220;It&#8217;s been a hell of a ride and a lot of fun, even when the circumstances gave us very little to laugh about,&#8221; Sundberg wrote. &#8220;Building a studio, creating Samson and releasing it on PC and consoles took an enormous amount of work from people who cared deeply about what we were making.<\/p>\n<p>&#8220;The console versions met with much greater success than the PC release. We got them out, but that success wasn&#8217;t enough to get the company across the finish line. Market conditions and some bad business decisions brought us here, and I own my part in that. I can look honestly at what went wrong and still be proud of what we built.&#8221;<\/p>\n<p>Samson wasn&#8217;t especially well received when it debuted on PCs, and while post-launch updates have tightened it up, it still holds a very &#8220;mixed&#8221; rating on <a href=\"https:\/\/store.steampowered.com\/app\/3634520\/Samson\/\" target=\"_blank\">Steam<\/a>, where just 55% of user reviews are positive, and a 51 aggregate score on <a href=\"https:\/\/www.metacritic.com\/game\/samson\/\" target=\"_blank\">Metacritic<\/a>. It wasn&#8217;t a MindsEye-scale mess, but Sundberg acknowledged shortly after Samson&#8217;s launch that Liquid Swords &#8220;<a href=\"https:\/\/www.pcgamer.com\/games\/action\/open-world-crime-game-samson-beats-up-a-bunch-of-bugs-in-a-new-patch-as-developer-admits-it-released-a-game-with-flaws\/\" target=\"_blank\">released a game with flaws<\/a>.&#8221;<\/p>\n<p>Sundberg said in his message that discussions about how to support Samson in the future are now underway; more interestingly, he added that, with Liquid Swords gone, he plans to open a new studio. Despite the lack of the traditional cooling-off period, it&#8217;s not surprising that Sundberg is staying in the game dev biz: Prior to Liquid Swords, he was the co-founder and chief creative officer at Just Cause developer Avalanche Studios.<\/p>\n<p>&#8220;We make mistakes, we learn, we fall, we rise up, we move on. That&#8217;s sometimes a painful process, especially when it affects people you care about, but I refuse to give up. I never give up,&#8221; Sundberg wrote.<\/p>\n<p>&#8220;I&#8217;ll be back at it again soon and will share more about my plans for a new studio. It will be built with the current market in mind, with a solid foundation and business decisions that give the games and the people making them room to succeed. The lessons from Liquid Swords will be part of how I build it. I still love making games.&#8221;<\/p>\n<p>It&#8217;s far too early for anything concrete, but Sundberg told PC Gamer that &#8220;starting with what we can actually sustain&#8221; is the initial goal.<\/p>\n<p>&#8220;A small, experienced team, low running costs and a game we can afford to finish without needing every sales forecast to come true,&#8221; Sundberg explained. &#8220;I want room to make a wrong turn, fix it, and keep going without putting the whole company at risk.&#8221;<\/p>\n<p>Part of that will include using AI in the development process, &#8220;to help with prototyping, repetitive production tasks and testing,&#8221; Sundberg said\u2014although he emphasized that he doesn&#8217;t see the technology as a game dev panacea.<\/p>\n<p>&#8220;We&#8217;re not looking to replace roles with AI or treating it as a way to save money (or make money quickly), because AI is bloody expensive too. And cutting corners in game development has a habit of coming back to bite you in the ass. You need solid game development experience to make anything that isn&#8217;t slop and the proofs are already out there.&#8221;<\/p>\n<div>\n<blockquote>\n<p>You need people who understand the work well enough to know when AI helps and when to switch it off. I&#8217;d like us to talk more openly about that.<\/p>\n<p>Christofer Sundberg<\/p>\n<\/blockquote>\n<\/div>\n<p>Sundberg is also aware of the PR risks attached to AI use, which he believes arise primarily from bold management pronouncements about the &#8220;AI-first&#8221; future with no consideration of what dev teams actually need or what problems are being solved. <\/p>\n<p>&#8220;It feels like everyone is using AI, but hardly anyone talks openly about how,&#8221; he said. &#8220;I think a lot of people are still figuring out where it helps and where it creates more work. Then the bill arrives for all those tokens burned, and they realise it wasn&#8217;t quite the cheap shortcut they imagined.<\/p>\n<p>&#8220;I&#8217;m positive about these tools, but &#8216;AI-first&#8217; isn&#8217;t a production plan or a business strategy. You need people who understand the work well enough to know when AI helps and when to switch it off. I&#8217;d like us to talk more openly about that.&#8221;<\/p>\n<p>Alongside the news of Liquid Swords&#8217; bankruptcy, there were claims that employees had gone unpaid for at least two months. We have since learned that the studio&#8217;s bankruptcy means those employees will be paid by Sweden&#8217;s <a href=\"https:\/\/www.lansstyrelsen.se\/english\/society\/payment-finances-and-money\/wage-guarantee.html\" target=\"_blank\">wage guarantee<\/a>. Sundberg declined to comment on the possibility of compensation beyond that guarantee, but said &#8220;there are people at Liquid Swords [he] would love to work with again,&#8221; although it&#8217;s way too soon for any commitments.<\/p>\n<p>&#8220;I still want to make games with personality, freedom and enough action to cause a small diplomatic incident,&#8221; Sundberg said. &#8220;I just want the explosions on screen to be bigger than the monthly overhead.<\/p>\n<p>&#8220;There&#8217;s plenty of fight left in me, but the next studio needs to work without running on stubbornness alone. I can do that too, but it&#8217;s quite exhausting in the long-run.&#8221;<\/p>\n<div style=\"min-height: 250px;\">\n<div class=\"kwizly-quiz kwizly-ON92mW\"><\/div>\n<\/p><\/div>\n<p> <script src=\"https:\/\/kwizly.com\/embed\/ON92mW.js\" async><\/script><\/p>\n<div class=\"product\"><a data-dimension112=\"d3a2dcca-ccb3-11f1-9830-0994c59ea0f1\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/10\/founder-of-bankrupt-samson-studio-mulls-how-to-use-ai-for-his-next-attempt-cutting-corners-in-game-development-has-a-habit-of-coming-back-to-bite-you-in-the-ass.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"d3a2dcca-ccb3-11f1-9830-0994c59ea0f1\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/gaming-industry\/founder-of-bankrupt-samson-studio-mulls-how-to-use-ai-for-his-next-attempt-cutting-corners-in-game-development-has-a-habit-of-coming-back-to-bite-you-in-the-ass\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Christofer Sundberg, the founder of Samson developer Liquid Swords, has confirmed the studio&#8217;s closure, saying that while the console version of the game enjoyed &#8220;much greater success&#8221; than the PC release, it &#8220;wasn&#8217;t enough to get the company across the finish line.&#8221; Reports over the weekend revealed that Liquid Swords had gone bankrupt just six months after the PC release of Samson, which was followed by a console launch in September. &#8220;It&#8217;s been a hell of a ride and a lot of fun, even when the circumstances gave us very little to laugh about,&#8221; Sundberg wrote. &#8220;Building a studio, creating Samson and releasing it on PC and consoles took an enormous amount of work from people who cared deeply about what we were making. &#8220;The&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/founder-of-bankrupt-samson-studio-mulls-how-to-use-ai-for-his-next-attempt-cutting-corners-in-game-development-has-a-habit-of-coming-back-to-bite-you-in-the-ass\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1724876,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[5491],"class_list":["post-1724875","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-gaming-industry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Founder of bankrupt Samson studio mulls how to use AI for his next attempt: &#039;Cutting corners in game development has a habit of coming back to bite you in the ass&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"Christofer Sundberg, the founder of Samson developer Liquid Swords, has confirmed the studio&#039;s closure, saying that while the console version of the game\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, 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