
Game intel
Vampire: The Masquerade – Bloodlines 2
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Paradox Interactive has taken a SEK 355 million (roughly $37 million) hit on Vampire: The Masquerade – Bloodlines 2 after the game failed to deliver the sales and reception the publisher expected. That’s not just an accounting footnote: it’s a concrete admission that the title missed the mark so badly Paradox had to write off nearly the entire investment. Two DLC packs are still slated for 2026, but beyond that the company says the project falls outside its strategic focus.
The write-down figure — SEK 355M — is dramatic but straightforward: Paradox is recognizing that future revenue won’t cover development and related expenses. Steam lifetime rating for Bloodlines 2 sits at about 56% and, according to GameDiscoverCo’s Steam-tracking estimate relayed by GamesIndustry.biz, the title has moved roughly 121,500 copies on Steam, generating approximately $4 million net. That Steam revenue is a sliver compared to total costs after a project that was approved back in 2015.
There are two intertwined failures here. First, as a sequel — or even as a spiritual successor to Troika’s 2004 cult classic — Bloodlines 2 never found a meaningful throughline. The original game set an almost impossible bar: dense RPG systems, memorable companions, and an emergent, player-driven feel. The Chinese Room’s version feels disconnected from that legacy in ways that frustrate fans.
Second, when you pull away the “RPG” label, the action and technical layer is undercooked. Combat feels messy, core systems and features are missing or janky at launch, and narrative threads that start strong don’t consistently pay off. I’ve played it and gave it a 5/10 — I enjoyed moments, but the whole rarely coalesced into something I’d call satisfying.

Paradox CEO Frederik Wester was blunt: the publisher “overestimated” sales and acknowledges the title falls “outside of our core areas.” In his words, the misread “lies fully with us [Paradox] as a publisher” and the company will “focus our capital to our core segments” while they “evaluate how we best develop World of Darkness’ strong brand catalog in the future.” That’s polite corporate phrasing for: we won’t be betting big on Bloodlines sequels.
Two DLC packs — Loose Cannon and The Flower and The Flame — are still scheduled for 2026. Those are likely low-cost, focused content drops meant to squeeze value from existing assets. Beyond that, expect licensing, smaller projects, or a pivot to other media rather than a Paradox-funded revival in the same vein.

The broader World of Darkness videogame record has been spotty. Draw Distance’s New York Chronicle was a pleasant surprise, but Swansong arrived with technical issues and mixed reviews, and Sharkmob’s Bloodhunt — a decent multiplayer experiment — failed to scale and is set to shut down. The franchise still has potential, but its recent trajectory shows inconsistent execution across developers and visions.
Two lessons stand out. First, big IP isn’t a guarantee: a familiar brand only helps if the game’s design, tech and community support are solid. Second, publishers will retreat to what they know when a high-profile miss blows up balance sheets — that’s why Paradox is doubling down on strategy and grand strategy, not single-player vampire RPGs.

For fans who’ve dreamed of a proper Bloodlines follow-up, the practical takeaway is grim: the franchise will likely need the right developer, realistic scope and sufficient runway — or it’ll remain a series of half-realized attempts. As TTRPG-inspired games proliferate, the difference between success and failure is increasingly one of focus, follow-through and honest cost-benefit assessment.
Paradox’s SEK 355M write-down is a clear admission Bloodlines 2 missed expectations — middling reviews, weak Steam sales and design problems add up. Two DLCs are still coming, but don’t expect Paradox to bankroll a sequel; the World of Darkness will need a different approach to get another great game.
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