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08:00 AM UTC · THURSDAY, MAY 14, 2026 XIANDAI · Xiandai
May 14, 2026 · Updated 08:00 AM UTC
Gaming

Bloober Team shifts to multi-project model with seven horror titles in development

Polish developer Bloober Team is expanding its leadership and production capacity to manage a portfolio of seven simultaneous horror projects.

Lena Kim

2 min read

Bloober Team shifts to multi-project model with seven horror titles in development
Bloober Team game development environment

Bloober Team, the studio behind the recent Silent Hill 2 Remake, is transitioning to a multi-project production structure to mitigate market risk. The developer, based in Krakow, Poland, confirmed it is currently working on seven separate horror titles.

CEO Piotr Babieno stated that the company will maintain two dedicated first-party production teams to ensure quality control. "Relying on a single title creates too much risk in today’s market," Babieno noted, explaining that the studio aims to balance output without compromising creative focus.

Leadership expansion under new structure

To support this growth, Bloober Team has appointed three industry veterans to its leadership ranks, according to a report from GameIndustry.Biz. Thaine Lyman, formerly a senior executive at Activision, joins as head of studio. Katya Baukova, who previously held a senior role at CD Projekt Red, will serve as the director of business development. Additionally, former CD Projekt Red employee and Klabater SA CEO Michał Gembicki assumes the role of head of publishing.

While the two internal teams manage primary development, the studio’s co-development label, Broken Mirror Games, is handling five of the seven active projects. Among the confirmed titles are new entries in the Layers of Fear series and Project M, a title exclusive to Nintendo hardware.

Bloober Team recently released Cronos: The New Dawn, further signaling its commitment to the horror genre. By diversifying its development pipeline, the studio intends to maintain a consistent release schedule while avoiding the pitfalls of overextending its internal creative resources.

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