South of Midnight’s Implosion: Is This the Final Blow for Sweet Baby Inc.?
The gaming community is reeling from the spectacular failure of South of Midnight, a Microsoft-backed title that promised a magical journey through Southern Gothic folklore but instead delivered one of 2025’s most embarrassing launches. Developed by Compulsion Games with narrative input from Sweet Baby Inc., the game peaked at under 1,500 concurrent players on Steam, a death knell for a project hyped as a Game Pass cornerstone. This bust, hot on the heels of other Sweet Baby-linked flops, has sparked bold predictions: could it mark the end of the controversial studio known for its diversity-driven storytelling? As gamers turn away and industry watchers speculate, the fallout from South of Midnight raises questions about creative priorities, corporate oversight, and the future of narrative in gaming. Let’s unpack this high-stakes drama and what it means for all involved.
The Hype and the Hope
South of Midnight was unveiled at Xbox’s 2023 showcase with fanfare, positioning it as a bold new IP from Compulsion Games, the studio behind We Happy Few. Set in a fantastical Deep South, the game follows Hazel, a young Black woman discovering her powers as a “Weaver” to heal spirits and battle mythical creatures. Its stop-motion-inspired visuals, jazzy soundtrack, and premise rooted in Southern storytelling drew comparisons to Hollow Knight meets Zelda. Microsoft, eager for Game Pass hits, poured resources into the project, with a reported $70 million budget and a prime April 2025 release slot.
Sweet Baby Inc., a narrative consultancy based in Montreal, was hired to refine the story and characters. Known for its work on God of War Ragnarök and Spider-Man 2, the studio specializes in inclusive narratives, often emphasizing underrepresented voices. For South of Midnight, they shaped Hazel’s journey, weaving themes of heritage and resilience into the game’s fabric. Early trailers, showcasing a vibrant world and a strong female lead, raised expectations that this could be a breakout hit, blending cultural depth with accessible gameplay.
A Launch That Fell Apart
When South of Midnight landed in Steam Early Access on April 8, 2025, the response was catastrophic. The game peaked at just 1,411 concurrent players, a number dwarfed by indie titles with a fraction of its budget. Even on Game Pass, where players could access it without extra cost, engagement was abysmal—some estimates suggest Xbox playtime barely cracked four digits daily. By the full release a week later, Steam Charts showed a decline to under 1,000 players, cementing its status as a flop. For context, 2024’s Starfield hit 330,000 concurrent players despite mixed reviews; South of Midnight didn’t even register a pulse.
Player feedback was brutal. The gameplay, billed as an action-adventure blend, was panned as “repetitive” and “half-baked,” with clunky combat and a six-hour story that felt rushed. The stop-motion aesthetic, while unique, suffered from stuttering animations, undermining immersion. The narrative—Sweet Baby’s domain—drew equal ire. Gamers complained of heavy-handed dialogue, with Hazel’s quips sounding more like modern internet slang than a mythic Southern voice. Posts online mocked lines like “time to decolonize this swamp,” calling them out of place for the setting. The game’s Metacritic score settled at 62/100, with user reviews closer to 4/10, reflecting widespread disappointment.
Sweet Baby Inc.’s Role in the Firestorm
Sweet Baby Inc. has become the focal point of South of Midnight’s failure, with fans and critics alike pointing to its influence as a key misstep. The studio’s track record is polarizing—it’s praised for elevating diversity in hits like Alan Wake 2 but blamed for flops like Suicide Squad: Kill the Justice League and Flintlock: The Siege of Dawn. South of Midnight joins this latter list, fueling claims that Sweet Baby prioritizes ideological agendas over player enjoyment. Gamers have accused the studio of injecting “woke” themes—DEI-driven character designs, overt social commentary—that clash with the game’s folklore roots, alienating the core audience.
The backlash isn’t new. Since 2024, a grassroots movement has tracked Sweet Baby’s projects, arguing they dilute developers’ visions to chase corporate ESG (Environmental, Social, Governance) goals. South of Midnight’s low turnout has amplified this narrative, with online threads declaring it “the final straw.” Some players even circulated unverified rumors that Hazel’s race was changed under Sweet Baby’s guidance, though Compulsion’s creative director confirmed the character was always envisioned as Black, inspired by his own family. Regardless, the perception of meddling has stuck, turning Sweet Baby into a scapegoat for broader industry frustrations.
Compulsion Games and Microsoft’s Misfire
Compulsion Games shares the blame. After We Happy Few’s lukewarm reception, the studio struggled to retain talent, with reports of 80% staff turnover post-Microsoft’s 2018 acquisition. Insiders describe a chaotic development cycle for South of Midnight, marked by inexperienced leads and pressure to align with Xbox’s DEI mandates. A community manager’s old posts resurfaced, mocking gamers as “entitled” and “toxic,” further souring the fanbase pre-launch. These missteps suggest a studio ill-equipped to deliver on its ambitious vision, despite Microsoft’s backing.
Microsoft’s Game Pass strategy also faltered. The service, with 34 million subscribers in 2024, aims to drive engagement, but South of Midnight’s dismal numbers expose a flaw: accessibility doesn’t guarantee interest. Critics argue Game Pass encourages rushed releases, as studios prioritize hitting deadlines over polish. Xbox’s recent struggles—Redfall’s flop, Tango Gameworks’ closure—heighten the stakes. Fans speculate Compulsion could face cuts, though its DEI focus might buy it time. Microsoft’s silence on the game’s performance, coupled with Phil Spencer’s vague comments about “learning from launches,” signals internal concern.
The Industry Context
South of Midnight’s failure reflects deeper gaming trends. The industry, valued at $250 billion in 2025, is grappling with rising costs and player fatigue. AAA titles often exceed $100 million, yet many—like Immortals of Aveum or Concord—crash if they don’t resonate instantly. A 2024 survey found 70% of gamers prefer gameplay-driven experiences over narrative-heavy ones, a shift from the story-centric 2010s. Sweet Baby’s focus on the latter feels out of step, especially when paired with mechanics that don’t deliver.
The game’s Southern setting stirred additional debate. Some players felt a Canadian team, guided by a DEI-focused consultancy, couldn’t authentically capture the Deep South’s nuances, citing dialogue and visuals that felt “cosplay-ish.” Others argued fiction doesn’t require cultural proximity, pointing to The Witcher’s Polish roots. The controversy echoes disputes over Assassin’s Creed Shadows’s depiction of feudal Japan, highlighting how representation debates now dominate gaming discourse.
The End of Sweet Baby Inc.?
Talk of Sweet Baby Inc.’s demise is premature but not baseless. The studio’s string of flops—Flintlock peaked at 648 players, Tales of Kenzera at 1,200—has eroded its credibility. Its business model, reliant on consulting fees, faces pressure as developers question its value. Posts online track a dozen Sweet Baby-linked games, most underperforming, suggesting a pattern that could deter future clients. The studio’s defenders, citing its work on Spider-Man 2’s 9 million sales, argue it’s being unfairly targeted by a vocal minority. Yet, with South of Midnight’s collapse, even supporters admit the optics are dire.
Sweet Baby’s leadership remains defiant. Co-founder Kim Belair has emphasized their commitment to diverse stories, framing criticism as rooted in bad faith. But mounting losses could force a pivot—fewer high-profile gigs, a shift to indie projects, or even closure if funding dries up. The studio’s next moves, including rumored work with EA, will be closely watched.
The Gamer Backlash and Beyond
The South of Midnight saga has galvanized gamers skeptical of DEI initiatives. Online communities rally against what they see as “forced inclusivity,” demanding games prioritize fun over messaging. A 2025 poll showed 62% of players feel studios cater too much to social trends, up from 45% in 2022. Yet, diversity in gaming isn’t fading—titles like Black Myth: Wukong prove global audiences embrace varied stories when execution shines.
For Microsoft, the flop is a wake-up call. Game Pass needs hits, not placeholders, and Xbox’s first-party struggles (only Indiana Jones cracked 10,000 Steam players in 2024) demand urgent fixes. Compulsion’s fate hangs in balance, with fans speculating it could be merged or shuttered if Microsoft tightens its belt.
Conclusion: A Lesson in Priorities
South of Midnight was meant to enchant, but it’s crumbled into a warning for the industry. Sweet Baby Inc.’s narrative missteps, Compulsion’s shaky execution, and Microsoft’s overreliance on Game Pass hype created a perfect storm. Whether this truly ends Sweet Baby remains uncertain, but it’s a stark reminder: gamers want immersion, not ideology. As the dust settles, the industry must decide—double down on divisive trends or refocus on what makes games timeless. For now, South of Midnight is a ghost town, its failure echoing louder than its magic ever could.