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Double Fine Owns Its Games Again - and That's Bigger Than It Sounds

Double Fine has confirmed it kept the IP and publishing rights to every game it made under Microsoft. Tim Schafer says buying any of them supports the studio - and after layoffs and a return to Kickstarter, that support actually matters.

Ana Horvat

Ana Horvat

Saturday, August 22, 2026

Double Fine Owns Its Games Again - and That's Bigger Than It Sounds

There's a specific kind of weird that only Double Fine does. A level shaped like somebody's brain. A heavy metal roadie swinging an axe at nature demons. A kid tiptoeing through other people's anxiety and finding something tender in there. Nobody else makes those games, and for a while it was genuinely unclear whether anybody would get to make them again.

So here's the news, and honestly, this one got me: Double Fine has confirmed it holds the IP and publishing rights to all of its games from its years under Microsoft. Tim Schafer spelled it out in a conversation with Kinda Funny Games, answering fans who wanted to know how to actually help the studio now that it's standing on its own. His answer was refreshingly unglamorous - buying any of their games supports them.

Keeping the shelf is the whole point

If you've watched enough studios get folded up, you know the bleakest part isn't always the job losses. It's the disappearing act. Games slip off storefronts, sequels quietly become legally impossible, and a catalogue someone spent two decades building just sits in a vault at a company with no particular reason to open it.

Double Fine walked out with its shelf intact. Psychonauts, Brutal Legend, everything from the Microsoft era - it's theirs. That means the back catalogue keeps paying rent, and it means the door to whatever comes next is unlocked rather than owned by somebody else. Schafer did flag that some store pages still list Microsoft while the paperwork catches up, which is worth knowing before you assume your purchase went to the wrong address.

I don't want to wrap this in a bow, though, because independence here came at a real cost. Not long after the split, Double Fine cut a chunk of its team - reportedly around a quarter of it - to get down to a size it could actually sustain. Those are people's jobs, and no amount of "creative freedom" framing makes that a happy sentence.

Back where they started, sort of

What's coming next is very on-brand: the studio is reviving Amnesia Fortnight, its old tradition of jamming on prototypes in public, this time as a Kickstarter campaign at the end of the month, with backers voting on which ideas get built and which one graduates into a proper small game. Double Fine already got a second life on Kickstarter once, with Broken Age. Doing it again in 2026 reads as either a lovely full circle or a slightly nervous one, depending on your mood.

Mine's the first, mostly. I've got a soft spot for studios that make things nobody asked for, and console players have been fed an awful lot of very safe, very expensive sequels lately. A small, strange Double Fine game - on Xbox, on PlayStation, wherever they feel like putting it now - sounds like exactly the palate cleanser I want.

Image: Official GDC / CC BY 2.0, source: https://commons.wikimedia.org/wiki/File:GDC_2016_TXT8877_Tim_Schafer_(25851585235).jpg