19-Month Hiring Freeze and Cash Pooling: French Union STJV Accuses Microsoft of Sabotaging Blade at Arkane

As the legal countdown toward the December 13 deadline continues for the 217 employees at Arkane Lyon, worker representatives are taking the gloves off. In an official statement published on November 4 by the STJV union branch at Arkane Studios, developers directly accuse Microsoft of manufacturing the very economic problems now used to justify closing the studio, even at the cost of sabotaging Marvel's Blade.
A 19-month hiring freeze used as a pretext for studio closure
Contrary to rumors that often surround troubled productions, the French video game union STJV (Syndicat des Travailleureuses du Jeu Vidéo) insists that development on Marvel's Blade "is going fine" and remains on track to meet the high quality standards that players expect from the Lyon team. According to the workers, the closure threat stems not from any creative failure, but from a "stone cold and inhuman logic" dictated by Redmond's short-term financial targets.
At the heart of the union's indictment is a critical revelation: Microsoft imposed a 19-month hiring freeze across the group, a decision that artificially generated production delays and extra costs on Blade. Today, Microsoft is invoking those exact delays and budget overruns it created as the formal economic justification to shut down or offload the studio.
Cash pooling, erased back-catalog sales, and the financial paradox of canceling Blade
The union statement also dismantles the accounting narrative that portrays the French studio as a mere "cost center." The STJV points out that Arkane's previous critically acclaimed titles (Dishonored, Dishonored 2, Prey, and Deathloop), which have sold tens of millions of copies combined worldwide, are completely absent from the local entity's financial statements.
Furthermore, Arkane's local cash reserves are kept permanently dry because any remaining funds are systematically funneled back to the parent corporation through a corporate cash pooling mechanism. Even from a strictly financial standpoint, the union argues that Microsoft's stance defies basic business logic, noting that "closing Arkane today would probably be more expensive than finishing the game."
"In the wake of thousands of yearly firings, studio closures to which you can now add the tens of thousands of voluntary buyouts offered by the company, the decision to close Arkane is solely the brutal application of a never-ending search for maximum profit optimization. Arkane is profitable. Just not profitable enough for Microsoft."
This assessment directly echoes the broader cost-cutting offensive underway across the tech giant, which recently rolled out voluntary buyout offers targeting 60,000 Microsoft employees amid massive AI spending, despite posting more than $133 billion in net profit over the past year.
Worker veto power on buyers and €200,000 severance demands
While strict French labor laws forced Microsoft to grant an extra month until December 13, 2026, allowing potential acquirers to step forward following reports that Ubisoft and two other publishers submitted bids to acquire Arkane Lyon, employees refuse to accept a reckless buyout that would leave the studio vulnerable right after shipping Blade.

Calling Microsoft's current redundancy terms "outrageously low" for the 217 full-time staff as well as the dozens of contractors, freelancers, and support workers (maintenance, security, cleaning) whose livelihoods depend on the Lyon site, the STJV has laid out two core sets of demands:
- Direct worker control over any acquisition: going beyond mandatory Works Council (CSE) consultations to give employee representatives and unions an actual say at the negotiating table when selecting a buyer, backed by a Microsoft-funded protection fund matching full redundancy plan (PSE) guarantees in case the new owner conducts economic layoffs within 24 months of the buyout.
- Severance commensurate with Microsoft's $133 billion profit if Arkane closes: a €200,000 redundancy payment per employee, two years of redeployment support fully funded by Microsoft, shared budgets for training and new studio creation with a residual bonus, and matching contract-breach compensation for independent contractors left behind by the production shutdown.
My Take
The playbook exposed by Arkane's workers is a textbook case of corporate cynicism. You freeze hiring for nineteen months right in the middle of a flagship Marvel production, drain the studio's local bank accounts through corporate cash pooling while keeping tens of millions of Dishonored and Deathloop sales off its books, and then point at the resulting schedule slip to claim the studio is no longer viable.
When a corporation sitting on $133 billion in net profit would rather pay more to shut down an undefeated 25-year-old studio than let it finish Blade, that is no longer game publishing, it is spreadsheet stripping. Demanding €200,000 per developer and a two-year buyer protection fund is the only language Redmond's accountants actually understand to prevent a fire-sale buyout from turning into a delayed liquidation.















