
Game intel
Contraband
Welcome to Contraband, a co-op smuggler’s paradise set in the fictional world of 1970s Bayan.
This caught my attention because Contraband always felt like a smart pivot for Avalanche: take the gleeful chaos of Just Cause, set it in a 1970s smuggler’s paradise, and build it around co-op. That pitch had teeth. But after years of radio silence, Avalanche has confirmed the inevitable – “active development has now stopped” while it evaluates the project’s future with Xbox Game Studios Publishing. Translation: Contraband is parked at the border with the cargo hold half-full.
Avalanche’s statement is brief but blunt: “Active development has now stopped while we evaluate the project’s future.” The studio thanked fans and promised updates “as soon as we can.” It’s the kind of language you use when a project is neither dead nor alive – the Schrödinger’s cat of game development where budgets, contracts, and creative direction all get re-examined at once.
Remember the reveal? Xbox’s 2021 showcase, a Steely Dan needle drop, crates, maps, and a breezy voiceover hinting at a co-op smuggling caper set in the fictional Bayan. Cool vibes, zero gameplay. The trailer later vanished from Xbox’s official YouTube channel amid broader cuts — not definitive proof of trouble, but a sign all wasn’t well. Now we have confirmation.
On paper, Contraband fits Avalanche’s strengths. The studio knows vehicles, mayhem, and open-world toys; Just Cause’s grappling-hook-and-C4 slapstick still slaps. Avalanche also shipped big sandboxes like Mad Max and co-developed Rage 2, so the tech chops are there. But building a co-op-first playground with a smuggling economy is a different beast. It’s not enough to let players blow stuff up together — you need systems that create tension and payoff: risk-laden routes, heat levels, memorable escapes, and gear progression that doesn’t devolve into cookie-cutter live-service grind.

That’s expensive, iterative work, and the market has shifted since 2021. Players have grown wary of half-baked live-service loops. Extraction shooters exploded and then started to collapse under sameness. Meanwhile, Xbox has been pruning projects — reports of affected internal and publishing partnerships set the tone. In that environment, a big-ticket, co-op-only new IP with no public gameplay after four years was never a safe bet.
For Xbox, it’s another wobble in a strategy that once leaned on day-one Game Pass variety via external partnerships. Contraband could’ve filled a useful niche: a social, vehicular caper that isn’t yet another shooter or loot treadmill. Losing momentum on that hurts perception as much as pipeline, especially after other high-profile shifts and cancellations.
For Avalanche, this pause lands in a mixed era. The studio has kept theHunter: Call of the Wild humming for years — proof it can run sustainable live ops. On the flip side, Second Extinction didn’t stick. That’s the story across the industry: only a few live-service titles earn the runway to grow. Contraband may have needed that same long runway, and the current climate isn’t generous.

There’s also a world where Avalanche self-publishes or finds a new partner. The studio is experienced and backed by a parent that’s weathered ups and downs. But resuscitating a project like this usually means painful triage: salvaging tech, retooling the core loop, and making hard calls about platforms and monetization. It’s doable — just rare.
I love Avalanche when it embraces joyful chaos, and that’s why Contraband stung a bit. A stylish, vehicle-first co-op caper set in the 70s is different enough to get me to queue a download. But I’d rather see it paused than pushed out half-baked. If this break leads to a tighter, bolder design — something closer to “Smugglers: The Game” than “Yet Another Open World” — wake me when the engines roar again.
Avalanche has paused Contraband to reassess its future with Xbox. After a cinematic 2021 reveal and years of silence, the co-op smuggling sandbox hits a wall in a risk-averse market. If it returns, it’ll need sharper systems, smaller scope, and a stronger identity than “Just Cause with friends.”
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