Riot plans to end active development on its tag-team fighting game 2XKO in December. On the game’s website, Riot shared that while the game saw a lot of initial interest, “we haven’t seen enough players stick with the game to get to a path toward sustainability.” And because of that, Riot will end active development on 2XKO at the end of the year. The game officially launched on PC and consoles in January.
Riot plans to work on game improvements, bug fixes, and some content before development ceases. After that, it’ll leave the servers on and just…walk away. Here’s the game’s detailed end-of-life roadmap.
Servers will remain on beyond 2026, and 2XKO will be playable on all platforms. Through the rest of 2026, we’ll be introducing content, feature improvements, and two new champions (Lux and Samira), with the intent to deliver our final bug fix patch in December of this year. After that, servers will remain on to support online play. Offline play is unaffected. We’ll give advanced notice if any of that changes.
We’re unlocking all champs. We’re also bundling most cosmetic items, and refunding all money spent in 2XKO on or before August 20. Any content owned is yours to keep. Avatar and player profile items will be unlockable for Credits. This will happen in patch 1.3.1 (September).
2XKO was troubled from the start. The game’s console launch was plagued with issues, and Riot added to that inauspicious beginning by laying off 80 people working on the game barely a month out from release. After the rocky start, 2XKO was featured in several fighting game tournaments, debuting on the EVO main stage earlier this year.
For a big publisher, Riot is being surprisingly candid about why it’s ending active development on the game. It spoke about high interest from players and high-level play in the game but said that those elements were not enough to drive 2KXO to the overall minimum threshold of player retention that Riot felt was necessary to sustain the game. There is a deep and bitter irony in how Riot says it had originally wished to build the game’s audience over time by “earning the trust of lots of core fighting game players, and growing into a larger player base when more features and content came online,” only to can the game not even a year after it came out.