A former Firewalk Studios developer called the canceled multiplayer first-person hero shooter, Concord, “the most beautiful car that we crashed.”
During an interview on the latest episode of A Life Well Wasted podcast (via Reset Era forums member BertChintus), titled “Game Over”, a former developer who worked on Concord shared some insight on working at Firewalk Studios, the game’s beta, it’s reception, and the aftermath.

The former Firewalk developer remembered the pride they felt during Concord’s reveal, saying it was the kind of day they would have gone “into battle” for the company. What they missed most after leaving was the team itself. Colleagues were described as both talented and kind, creating a supportive atmosphere where people looked out for one another. For the first time in their career, the developer felt equal and respected, noting even small but meaningful signs of inclusivity, such as shared women’s spaces that hadn’t been present at past studios.
Inside the studio, enthusiasm for the project was high, but public response was harsher than expected. The developer believed opinions would improve once players tried the game, but the beta’s numbers dropped far below expectations. News coverage and online commentary quickly focused on the poor results, often overshadowing what the game was actually about. According to the developer, this created a narrative of failure before many people even experienced it firsthand.
The developer admitted the studio struggled to communicate its vision, which left a disconnect between creators and players. They believed that one-on-one conversations could have convinced skeptics, but the mass messaging never landed. Adding to their frustration was what they saw as a culture of celebrating high-profile failures, with critics and audiences quick to “bandwagon” on negativity without recognizing the human cost behind the scenes.
As per the former Firewalk developer, the team was not blind to criticism and often agreed with it, but constraints and sunk costs made major changes impossible. They described Concord as “the most beautiful car that we crashed”, a project with potential that never found its audience. Despite its cancellation, they remained grateful to those who gave the game a chance and said the experience of working on it was unforgettable.