It’s Over for Suicide Squad: Kill the Justice League, as Episode 2’s Pitiful Stats Prove Rocksteady Need to Admit Defeat and Quickly

Suicide Squad may be on its last legs, and Rocksteady should be ready to cut its losses.

suicide squad kill the justice league

SUMMARY

  • Suicide Squad: Kill the Justice League’s Episode 2 update peaked at just a little over 500 active players on Steam.
  • This is far less compared to the 3,000+ active players present in the game during the Joker debut.
  • The future of the game doesn’t look too bright, and Rocksteady Studios might have to abandon ship soon.
Show More
Featured Video

To say Suicide Squad: Kill the Justice League was a disappointment would be an understatement. Many believe that Rocksteady Studios, the minds behind the highly regarded Arkham series, seriously dropped the ball when working on the all-villains-led new title.

Advertisement

When the game was first revealed, people were understandably excited; not many studios had worked with the cantankerous crew before, and the studio had good standing in the community. However, the game was pretty much panned from launch, and recent sales numbers show it’s not going to be able to bounce back.

Suicide Squad: Kill the Justice League Episode 2 Could Very Well End Up Being the Game’s Last

The Suicide Squad are watching their debut title sink further.
The Suicide Squad are watching their debut title sink further.

Live-service games depend on player retention to be successful. Without a constant influx of active users, the game is pretty much dead in the water. So, studios developing such games need to have a slew of new content ready to be added to the game regularly as a way to remonetize the title. However, it’s bad news when people are not buying these updates.

Advertisement

Such is the case with Suicide Squad. The gaming community is now more critical of live service games than ever before, and Rocksteady’s latest release has added fuel to that fire. Releasing in what can only be described as an incomplete state was bad enough, but the game itself didn’t offer anything that made a majority of players want to stick around.

The studio may have thought the release of a new episode with new content might ignite interest, but that doesn’t seem to be the case. Paul Tassi shared a screenshot of the player count for the game after the release of Episode 2, clocking in at a peak of just 18% of Joker’s debut and 4% of launch.

Advertisement

The Joker was introduced in Episode 1 and brought in a concurrent Steam player peak of just 3,049. Episode 2 doesn’t add any new characters but does promise new content. However, even that doesn’t appear to be a good enough lure, as the game peaked at just a little over 500 players.

Rocksteady Might Have to Throw in the Towel for Suicide Squad

It's getting difficult to see the find the light at the end of this tunnel.
It’s getting difficult to see the light at the end of this tunnel.

Live service titles that are not actively making money end up being a net loss for the company that has to continue paying for servers, new content creation, and general maintenance. People well-versed in the video game industry understand this and also understand the smart ways to monetize content to keep players happy.

Given the lack of excitement for the base game this may be a sign to the developers to end work on the game early and possibly shift its attention to any future projects in the pipeline. There are more issues than just a lack of content, and many of those are core aspects that would require changing the game entirely.

Advertisement

Suicide Squad: Kill the Justice League probably doesn’t have much time left as it continues to bleed players. Don’t be surprised if you see it soon go free-to-play as a way to boost player numbers, but that still won’t guarantee monetization.

Do you think the game can be fixed with updates and content? Let us know your thoughts in the comments below.

Sagar Nerala

Written by Sagar Nerala

Articles Published: 318

Gaming was one of my earliest passions then along came writing, and here we are. I've been in the content creation space for several years now and as gamer for even longer. From understanding the complexities of a multilayer narrative to the simply joy of "big gun go boom", my goal is to capture all the emotions in between and put them down in an engaging manner.