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A dead studio is doing what living publishers won't: Deceive Inc. is getting community servers

Sweet Bandits closed in 2024. Now the team is back to rebuild Deceive Inc.'s backend for community-hosted dedicated servers - and quietly demolish the industry's favourite excuse for shutdowns.

Marko Kovač

Marko Kovač

Friday, July 17, 2026

A dead studio is doing what living publishers won't: Deceive Inc. is getting community servers

Sweet Bandits Studios doesn't exist anymore. The team hit what it called a breaking point back in 2024, the lights went out, and Deceive Inc. - a genuinely clever multiplayer spy game that never found the player count it deserved - was left running on borrowed time, like every other live service game whose backend outlives its bank account.

And then the team came back. Not for a sequel, not for a cash-grab remaster. To rip out the backend and hand the game to us.

The plan, per the latest update: rebuild Deceive Inc.'s backend so it can support community-hosted dedicated servers indefinitely. There'll be a dedicated server application, so you can host it yourself. There'll be an in-game server browser, so finding a community match works the same way joining a match works today. Official servers keep running in the meantime, on all platforms. Console players won't be able to host, but crossplay means they can still join whatever the PC crowd is running.

The unglamorous part is the whole point

Here's why this matters more than the average "we hear you" community post: backend work is miserable. There's no trailer in it. Nobody screenshots a matchmaking service. Untangling a live service game from the authentication, matchmaking and inventory plumbing it was built around is weeks of dull, load-bearing engineering, and a closed studio has exactly zero commercial reason to do it. They did it anyway. "We don't believe Deceive Inc. should quietly disappear" is the line, and unlike most PR lines, there's a dedicated server binary at the end of it.

Compare that to the standard playbook. A publisher with a market cap flips a switch, the game becomes a folder of nothing, and the official statement thanks you for your passion. That's the pattern that gave Stop Killing Games its momentum, and the industry's answer has mostly been that offline or community modes are technically infeasible. A studio that no longer employs anyone is currently disproving that.

On modding they're honest about the limits: no dedicated modding toolkit, but the goal is to remove as many technical barriers as they reasonably can. That's the right expectation to set and, frankly, it's enough. Give a community server binaries and a low fence and you get a decade of fan patches. Ask anyone still playing on a Team Fortress 2 or Killing Floor community server.

Timing: they've said it'll be at least another month before public Steam beta testing, with the usual caveat that timelines can shift. Fine. I'd rather they take three.

What I actually want out of this is a template. The technical answer to "can you un-live-service a game?" has just been demonstrated by a studio with no money and no staff. Every future shutdown notice that claims otherwise deserves to be read with that in mind.

Image: Derrick Coetzee from Berkeley, CA, USA / CC0, source: https://commons.wikimedia.org/wiki/File:Technician_with_laptop_working_on_server_rack_at_NERSC.jpg