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Why Build A Rocket Boy moved to self-publishing for MindsEye | Mark Gerhard interview

IbizaPocholo

NeoGAFs Kent Brockman

Build A Rocket Boy has ended its publishing deal with IOI Partners nine months after MindsEye's disastrous bug-filled launch, shifting to self-publishing to directly engage players, investigate alleged corporate sabotage, implement fixes and new features like UGC and multiplayer, while downsizing amid financial pressures and legal challenges.

Summary

  • Build A Rocket Boy (BARB), founded in 2016 by Grand Theft Auto V producer Leslie Benzies and based in Edinburgh, Scotland, has ended its publishing collaboration with IOI Partners (part of IO Interactive, makers of Hitman) for the game MindsEye, assuming sole publishing responsibilities approximately nine months after the game's June 10, 2025 launch.
  • MindsEye, a futuristic shooter featuring street fighting, AI threats, and drone combat with lead character Jacob, experienced one of the worst launches in modern gaming history, plagued by leaks, bugs (crashes, freezes on PC/PS5/Xbox Series X/S, stuttering animations, framerate drops, poor optimization, AI issues), negative reception, falling off sales charts, and refund requests.
  • Despite raising $151 million, BARB faced financial strain, leading to multiple layoffs; employee count peaked above 800, currently around 240, and shrinking to about 100; recent layoffs started weeks ago, with union challenges from IWGB Game Workers Union alleging unfair dismissal, excessive overtime, and mishandled processes, supported by nearly 100 employee signatures.
  • Mark Gerhard, BARB's CEO and CTO since August 2024 (with prior experience at TIGA, PlayFusion, Jagex/Runescape), led efforts to fix post-launch issues; in an exclusive GamesBeat interview with Dean Takahashi, Gerhard described the launch as "without doubt, the worst launch in history" due to various reasons including interference, but noted recent positives like good reviews, organically doubling weekly sales, and a relaunch now possible without publisher interference.
  • Gerhard emphasized benefits of self-publishing: controlling destiny, staying close to players, organic evolution based on community feedback; plans include re-pricing for accessibility, continued investment, user-generated content (UGC) tools via Arcadia (no-code system for non-programmers), multiplayer update, new Blacklist mission with female playable character, and sharing sabotage evidence with community.
  • Gerhard refuted "world's most refunded game" narrative, stating actual return rates were normal (2.2% on Xbox, 3.2% on PlayStation), attributing much negativity to orchestrated campaigns and leaks; admitted launch bugs were BARB's responsibility ("on us"), owning them as leadership while noting no game is bug-free after 72 games in his career.
  • BARB uncovered evidence of "corporate sabotage" and wrongdoing, conducting investigations identifying involved parties; matter handed to UK and US authorities for arrests or announcements; Gerhard told employees negativity was amplified maliciously, halting once countered, preventing fair chance for iteration and community building.
  • IOI Partners CEO Hakan Abrak commented to IGN (fall 2025) that the launch "wasn't what we hoped for" and was a "tough reception," but expressed initial support for BARB's ideas and hope for their turnaround; IOI provided no direct comment on separation, focusing on seamless transition.
  • Canceled plans include Hitman crossover mission announced June 2025; BARB open to future partnerships.
  • MindsEye connects to BARB's earlier project Everywhere (Roblox-like for adults) via Arcadia tools, described by Gerhard as "two sides of the same coin"—one realistic, one futuristic; Benzies, after decade on project and post-launch time off, recently returned to work on roadmap, praised as "incredibly creative."
  • Gerhard expressed optimism for recovery like Cyberpunk 2077, stressing ongoing monthly improvements, small engaged community, modest sales, and mission to democratize creation so players build without studios or coding; team stronger from experience despite wishing for more preparation time.
 
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