IOI Partners, the Danish publishing arm of Hitman developer IO Interactive, has formally concluded its collaboration with Build A Rocket Boy (BARB), stepping down as the publisher of the critically panned title MindsEye. The transition, effective March 16, 2026, sees BARB assume sole publishing responsibilities for the game, marking a significant shift for the embattled UK studio founded by former Rockstar North president Leslie Benzies. This development arrives amidst a tumultuous period for Build A Rocket Boy, characterized by widespread layoffs, allegations of corporate sabotage, executive departures, and an open letter from current and former employees detailing claims of mismanagement and systemic crunch.
The decision by IOI Partners to withdraw from its publishing agreement with Build A Rocket Boy signals a clear move to distance itself from a project that has struggled since its launch. A press release issued by the parties confirmed the conclusion of IOI Partners’ involvement, stating, "IOI Partners’ involvement with MindsEye comes to an end, except for any essential transitional functions required to transfer publisher-of-record status to Build A Rocket Boy." The statement further emphasized a coordinated effort to ensure a "seamless transition" over the coming weeks, a critical undertaking given the complexities of transferring publishing rights for a live-service title.
One immediate and notable consequence of this separation is the cancellation of a previously planned Hitman crossover event within MindsEye. This highly anticipated collaboration, intended to leverage the popular franchise developed by IO Interactive, was expected to provide a much-needed boost to MindsEye‘s struggling player base and critical perception. Its cancellation underscores the depth of the publishing split and the likely irreparable breakdown in strategic alignment between the two companies. Build A Rocket Boy has indicated its intention to pursue collaborations with other partners in the future, though the feasibility of such endeavors under the current circumstances remains highly questionable.
The Troubled Trajectory of MindsEye and Build A Rocket Boy
Build A Rocket Boy was established by Leslie Benzies in 2016, following his departure from Rockstar North, where he played a pivotal role in the development of the globally successful Grand Theft Auto series. His pedigree generated immense anticipation within the gaming industry, with many expecting BARB to deliver another groundbreaking title. MindsEye, positioned as an ambitious open-world, narrative-driven action-adventure game with live-service elements, was the studio’s flagship project, touted to push boundaries in storytelling and player engagement. The game’s development was shrouded in a degree of secrecy, amplifying expectations for a product that could redefine its genre.
However, upon its release, MindsEye was met with overwhelmingly negative critical reception. Reviewers across major gaming publications and platforms widely panned the title, citing a litany of issues including pervasive technical bugs, performance instabilities, a lack of polish, uninspired gameplay mechanics, and a disjointed or underdeveloped narrative. The term "critically panned" often translates to low aggregate scores on platforms like Metacritic and OpenCritic, signifying a significant disconnect between developer ambition and final product quality. This poor reception severely undermined the game’s commercial viability and player retention, setting the stage for the subsequent internal and external crises.
A Chronology of Internal Discord and External Challenges
The publishing split with IOI Partners is merely the latest in a series of setbacks and controversies that have plagued Build A Rocket Boy. The studio’s troubles began to surface even before MindsEye officially launched, painting a picture of a company struggling with leadership, development processes, and employee morale.
Pre-Launch Instability: Approximately one week before MindsEye hit digital shelves, two key BARB executives reportedly departed the studio. While the specific reasons for their exits were not publicly detailed, such high-level departures immediately prior to a major game launch are widely seen as red flags, often indicative of fundamental disagreements within leadership or significant concerns about the product’s readiness and prospects. This early indicator of internal friction foreshadowed the deeper issues that would soon erupt.
Post-Launch Fallout and Layoffs: Following the game’s disastrous launch and critical failure, Build A Rocket Boy initiated widespread layoffs. While precise numbers were not officially disclosed by the studio, reports suggested a significant reduction in workforce, affecting numerous teams across various departments. Layoffs are a common, albeit painful, consequence of commercial failure in the games industry, often necessitated by the need to downsize operations and cut costs in the face of poor sales and revenue generation. For BARB, these layoffs were a stark acknowledgment of MindsEye‘s underperformance and the precarious financial position the studio found itself in.
Allegations of "Corporate Sabotage": In an unusual and controversial move, Build A Rocket Boy publicly claimed to have fallen victim to "corporate sabotage." This serious allegation, made in conjunction with further job cuts, implicated unspecified external or internal entities in undermining the studio’s operations or the game’s success. While the nature and evidence of this alleged sabotage remained largely vague and unproven in the public domain, the claim itself added another layer of intrigue and distrust surrounding the studio, making it difficult for external observers to fully grasp the internal dynamics at play. Such accusations can also be interpreted as an attempt to deflect blame from internal mismanagement or development shortcomings.

The Open Letter and Worker Allegations: Perhaps the most damning revelation came in the form of an open letter signed by a number of current and former BARB workers. Published with the assistance of the Game Workers Branch of the Independent Workers of Great Britain (IWGB) union, the letter surfaced extensive allegations of mismanagement and widespread crunch culture within the studio. The signatories claimed that between 250 to 300 workers had been subjected to "longstanding disrespect and mistreatment" during their tenure at Build A Rocket Boy. These allegations painted a grim picture of a workplace environment characterized by excessive mandatory overtime, poor planning, inadequate communication, and a lack of recognition for employee contributions. Such claims align with a broader trend of increased scrutiny on working conditions within the video game industry, with unions and advocacy groups pushing for greater transparency and accountability from studio leadership. The specific number of affected workers, representing a significant portion of BARB’s workforce at various points, suggests deeply entrenched systemic issues rather than isolated incidents.
Implications of the Publishing Rights Transfer
The transfer of publishing rights from IOI Partners back to Build A Rocket Boy carries multifaceted implications for all parties involved, as well as for the broader gaming industry.
For Build A Rocket Boy: The immediate and most profound impact falls on BARB. Assuming sole publishing responsibilities means the studio must now internalize functions previously handled by an external partner, including marketing, distribution, platform relations, community management, and potentially even legal and financial oversight related to publishing. This requires significant resources, expertise, and infrastructure that a developer-first studio may not possess, especially one already reeling from financial strain, layoffs, and internal turmoil. The added burden could further divert precious development resources away from critical bug fixes, content updates, or future projects, potentially accelerating a downward spiral for MindsEye. Financially, BARB will now bear the full costs and risks associated with publishing, without the capital infusion or strategic guidance that IOI Partners might have provided.
For IOI Partners: The decision to step down is a strategic retreat. While it signifies a failure of their initial partnership, it allows IOI Partners to mitigate further financial losses and reputational damage associated with a critically and commercially struggling title. Their focus will likely return to their core Hitman franchise and other potential, less risky publishing ventures. This move underscores the cautious approach many publishers are adopting when investing in new IPs, particularly those with ambitious live-service models that require sustained investment and robust post-launch support. The cancellation of the Hitman crossover also protects IO Interactive’s flagship brand from association with MindsEye‘s negative reception.
For MindsEye Players: The player community, already disillusioned by the game’s initial state, faces renewed uncertainty. The publishing transition could lead to disruptions in game services, slower or fewer content updates, and a general lack of clarity regarding the game’s long-term future. While BARB has expressed a commitment to continuity, the studio’s current challenges make it difficult to maintain robust live-service operations. Players might also perceive this as another step towards the eventual abandonment of the game, further eroding trust and discouraging new players.
For the Wider Industry: This event serves as a cautionary tale. It highlights the immense challenges faced by new studios, even those founded by industry veterans, in launching ambitious AAA titles, particularly in the competitive live-service market. It also underscores the importance of fostering a healthy and sustainable workplace culture. The public nature of BARB’s internal issues, culminating in an open letter and union involvement, reinforces the growing demand for transparency and accountability from game developers. The case of MindsEye will likely be studied as an example of how a combination of critical failure, internal strife, and strategic missteps can rapidly derail a high-profile project and studio.
Future Outlook: An Uphill Battle
Build A Rocket Boy’s path forward appears exceptionally challenging. While the studio has stated its intention to collaborate with other partners, its current reputation, financial state, and ongoing internal issues will make securing new, meaningful partnerships exceedingly difficult. Potential collaborators will undoubtedly scrutinize BARB’s track record and stability before committing resources.
The future of MindsEye itself is equally precarious. Without a strong publishing partner and with internal resources stretched thin, the game faces an uphill battle to recover from its poor launch. Significant investment in bug fixes, performance optimization, and new content would be required to win back players and critics, a feat that seems increasingly unlikely given the studio’s current predicament.
Leslie Benzies, once lauded for his contributions to Grand Theft Auto, now faces the daunting task of navigating his studio through an existential crisis. The MindsEye saga represents a stark reminder that even with immense talent and experience, the complexities of modern game development, particularly for new IPs and live-service models, can prove overwhelming without robust organizational structures, effective leadership, and a sustainable workplace culture. The industry will be watching closely to see if Build A Rocket Boy can overcome these monumental challenges, or if MindsEye will ultimately join the ranks of ambitious projects that failed to live up to their initial promise.
