2XKO’s end of active development feels as much of a shocking failure as it does one of those gaming stories where you can point to five different things and wonder which one actually mattered most. That is what makes this one frustrating.
For all its problems, gameplay was rarely one of them. While some would consider the barrier to entry wider than others, 2XKO is polished, technically sharp, visually confident and genuinely different from most fighting games on the market. The tag mechanics, Fuses and the way Riot translated League of Legends champions into a fighting game gave it a strong identity. The problem was that identity never always made it obvious who the game was actually for.
Was it built for hardcore tag fighter players? League fans who had never touched a fighting game? Casual players attracted by free-to-play? The answer was probably all of them, and that may have been part of the problem.
Riot has now confirmed that active development will end in December 2026 after retention, engagement and revenue failed to reach sustainable levels. The company says even major additions like Akali, Senna, Thresh, The Climb and competitive events were not enough to meaningfully change the trajectory . That is pretty telling because the game itself was never completely broken. People just were not sticking around but their could and likely was bigger forces at play for the games downfall we won’t get into on this post.
And I still think marketing played a major role in that.

For Riot Games launching its first fighting game using one of the biggest gaming universes in the world, 2XKO never consistently felt like it had the full weight of Riot behind it. There should have been a moment where almost every League fan knew, “Riot made a fighting game and apparently it’s sick.”
I do not think that moment ever really happened.
The FGC knew about it. League diehards knew about it. People following EVO knew about it. But awareness is not the same thing as making something feel like a major release, and that is especially important when your free-to-play model depends on a steady flow of new players.
The small launch roster did not help either. 2XKO started with 12 champions and is expected to finish with 17 once Lux and Samira arrive. That is not terrible in a traditional fighter, but in a tag game where team combinations are part of the entire appeal, it made the content problem feel much larger.
Which brings me to one of my biggest “what ifs” with 2XKO.
The PC version uses Riot Vanguard, and there are obvious reasons for that. Nobody wants cheating in a fighting game. But one of the side effects is that 2XKO has never really had room for the kind of visual modding scene that helps keep other fighting games alive long after official content slows down.
The FGC is incredibly good at doing this.

Character skins, stage swaps, ridiculous visual replacements and community creations generate videos, memes and reasons to reinstall a game years later. Brawlhalla still has an active modding community after a decade creating millions of views and gameplay with them, and League itself has long had a visual modding scene around it. Modding would not magically have saved 2XKO, but when you are dealing with a small roster and gaps between content, letting the community create some of its own fun can go a long way. Especially since the FGC of all places respect visual mods enough to make guidelines around its use so developers don’t force them off the game and could even drive revenue in some instances with fighters that have monetization.
In that instance sometimes the community ends up doing part of the marketing for you.
The good news, if there is any, is that 2XKO is not simply disappearing in December. Riot says the servers will remain online, offline play will continue to work and the game will remain downloadable. Lux arrives in September, Samira follows in October as the final champion, and Riot is removing several progression restrictions while making more content unlockable with in-game Credits.
There will also be a $39.99 Ultimate Bundle containing nearly every cosmetic released for the game and that bundle which is likely going to keep the lights on for a bit but this actually is where things could get interesting.
I am not telling anyone to go out and buy it, but there is an interesting theory here. If the loudest people asking Riot to save 2XKO suddenly turned that support into measurable demand, could it change the conversation?

Imagine, purely hypothetically, that the bundle sold 500,000 copies.
Would Riot reverse the decision overnight? Probably not.
Would roughly $20 million in gross sales get someone’s attention? I would think so.
Maybe the lesson would not be that nobody wanted 2XKO. Maybe the structure around it was the bigger issue.
Perhaps free-to-play was not the right long-term model. Maybe development needed a smaller team, slower character cadence or something closer to Killer Instinct’s mix of paid access and additional monetization. Riot says it already considered staffing changes, patch cadence and adjustments to the business model, so clearly these ideas are not completely foreign to them.
The odds of a dramatic comeback are low, but gaming is full of things that were impossible right up until enough people proved there was still money and interest on the table.
There is also the stranger possibility that Riot simply is not the company that continues it.
Could another studio or publisher license the game and continue development with a smaller team while paying Riot for use of the League IP? There would be a mountain of legal and technical issues involved, but Riot Forge once existed specifically to let outside developers create games in the League universe.
So the concept itself is not completely absurd.

My dream scenario is still simpler. When Riot reaches the final version of 2XKO, find some safe way to open the game up to visual modification on PC in the very least. Not cheats. Not altered frame data. Not anything that affects competitive integrity, although gameplay modification within private servers to allow additional content to be created would be an insane thought and much like SSB Melee Project M that the community would get behind and one could dream but let people make costumes, stages and ridiculous character replacements. Let the community create some guidelines and let them play.
If Vanguard makes that impossible online, perhaps there is eventually a separate local or offline version where those restrictions can be loosened. If official development really is ending, preservation should become part of the conversation.
Because the uncomfortable truth is that 2XKO does not have the sheer amount of content something like Ultimate Marvel vs. Capcom 3 has to naturally carry it for another decade. Seventeen characters and a limited selection of modes is not much to freeze a live-service fighting game on forever. But fighting game communities are also notoriously bad at accepting the word “dead.”
Games survive at locals. They survive through side tournaments. They survive because somebody brings an old setup to EVO ten years later and suddenly there are 40 people standing around it.
That might be the most realistic version of saving 2XKO.
Not forcing Riot to pretend the current model worked, but making sure the game is left in a state where the people who actually love it can keep doing something with it.

I would still love to see Riot reconsider down the road. Maybe enough players stick around. Maybe the Ultimate Bundle surprises everyone, Maybe the reconsider with a smaller team with just characters and turn the bundle into a year one bundle and create a new business modle, Maybe another studio eventually sees an opportunity.
Probably not.
But “probably not” and “impossible” are two very different things.
If anyone from the 2XKO team happens to read this, my biggest request is simple: finish the game in the best state possible, keep the servers alive for as long as you reasonably can and, if there is a safe way to do it, give the community more freedom when development ends.
2XKO may not have gotten the ten-year run some of us imagined.
That does not mean it has to disappear from fighting game history after one.
[Editor-in-Chief] Co-founder of LVLONE I work to bring you our readers a fun outlet to read tech and gaming news, reviews and experiences.

