A Studio Known for Everything, Now Silent About Anything
Rare has spent the better part of a decade defined by a single game. Sea of Thieves launched in 2018 to mixed reviews, then clawed its way into cultural relevance through years of free updates, a PlayStation 4 port, and a player base that grew to over 40 million accounts. For a studio with the legacy catalog Rare carries – Banjo-Kazooie, Conker’s Bad Fur Day, Killer Instinct, GoldenEye 007 – spending the better part of five years in service-game maintenance mode was already a compromise. Now, with Sea of Thieves no longer their primary focus and no announced successor in sight, a quieter and potentially more troubling question hangs over the studio: what exactly is Rare building?
Microsoft has said almost nothing publicly.
That silence would be unremarkable if it lasted a few months following a major project wind-down. Studios need time to regroup, reassign staff, and settle on a creative direction before going public with anything. But Rare’s public communication has been dormant in a way that feels less like careful discretion and more like institutional uncertainty. No job listings pointing to a bold new direction. No cryptic teases. No developer updates. For a studio of Rare’s stature sitting inside Microsoft’s first-party ecosystem, that kind of quiet draws attention – especially when Xbox has been under pressure to demonstrate the value of its studios.

What the Silence Actually Signals
Reading too much into a studio’s PR calendar is a trap. Development timelines stretch, projects get restarted, and companies routinely hold announcements until they have something worth showing. Rare could be 18 months into a fully-funded new IP with a reveal planned for the next Xbox showcase. That’s entirely possible. But there’s a difference between a studio going quiet because it’s heads-down on something specific and a studio going quiet because its internal compass is still spinning. From the outside, both look identical – and that ambiguity is exactly what’s feeding the concern.
The staffing picture adds to the unease. Over the past two years, a number of senior developers who spent significant time at Rare have moved on to other studios or independent projects. This isn’t unusual in a post-live-service transition period – people who came in specifically to build out Sea of Thieves‘ ongoing content have limited reasons to stay once that pipeline slows down. But when talent exits aren’t visibly replaced by equally public hiring waves for a new project, it suggests either that the next game is in very early preproduction, or that there’s genuine internal churn happening that Microsoft hasn’t acknowledged.
Xbox’s broader first-party situation makes Rare’s silence more consequential than it might otherwise be. With studios like The Initiative still unproven, Compulsion Games’ output rate slow, and 343 Industries rebranded after years of turbulence, Microsoft needs Rare to be productive and visible. The company’s acquisition of Activision Blizzard and Bethesda shifted some spotlight elsewhere, but the legacy Xbox Game Studios still carry the brand. A long, unexplained gap from a studio as historically beloved as Rare doesn’t just raise questions about that one studio – it feeds a wider narrative about Xbox’s first-party development health.

The Weight of Legacy and the Risk of Reinvention
Part of what makes this moment complicated for Rare is the sheer weight of expectation around anything they announce next. Sea of Thieves was not a crowd-pleasing choice when it was first unveiled – a shared-world pirate game felt like a left turn from a studio whose fans wanted Banjo-Kazooie 3 or a new Battletoads. It took years for the game to earn the goodwill it now holds. Whatever Rare announces next will face a launch window of intense scrutiny, with a fanbase that spent a decade arguing about whether the studio was living up to its potential. The pressure to deliver something that feels both modern and spiritually connected to the classic Rare identity is real, and it’s not a small creative problem to solve.
There’s also a structural issue worth considering. Rare built Sea of Thieves as a live-service title, which rewired the studio’s internal rhythms around continuous updates, seasonal content, and community response. Pivoting from that cadence back to a traditional single-player or finite multiplayer game requires more than just a new creative brief – it requires retooling pipelines, rethinking team structures, and rebuilding a development culture that may have drifted significantly from the one that made Banjo-Kazooie or Viva Pinata. That’s not an obstacle that disappears because leadership wants it to.
None of this means Rare is in crisis. It does mean the studio is at a genuinely difficult crossroads, and that the silence Microsoft is maintaining around it is doing the studio no favors in terms of public confidence. A short developer blog post acknowledging the transition, or even a vague statement about a new project being in early development, would cost Microsoft nothing and buy Rare enormous goodwill. The choice not to communicate is itself a communication.

The Confidence Problem Won’t Wait Indefinitely
Studio confidence – both internally and among the player base – is not a fixed resource that holds steady through extended silence. It erodes gradually, then suddenly. When Rare finally does announce its next project, the reception will be shaped not just by what the game is, but by how long people spent wondering whether the studio still had a clear reason to exist inside Microsoft’s ecosystem. Every Xbox showcase that passes without a Rare update makes the eventual reveal feel more like a rescue announcement than a victory lap – and that framing, fair or not, will shadow the game’s entire pre-launch window before a single frame of gameplay is shown.
Frequently Asked Questions
What is Rare working on after Sea of Thieves?
Rare has not officially announced any new project. The studio has been largely silent since Sea of Thieves shifted away from active development, with no confirmed title in production.
Is Rare still a Microsoft first-party studio?
Yes, Rare remains a fully owned Xbox Game Studios developer. The concern is not about ownership but about the lack of any public communication regarding their next game.







