French Union Calls for Nacon Boycott After Spiders Studio Closure

The closure of Spiders has quickly become one of the most talked-about stories in gaming industry news, with French union STJV urging players and workers to boycott Nacon over what it describes as a deliberate shutdown. The situation goes far beyond a single studio closing, touching on layoffs, labor rights, publishing control, and the growing tension between game developers and corporate leadership. For players who know Spiders through its work on ambitious RPGs, this is another sobering reminder that behind every release are teams whose futures can change overnight.

The latest developments paint a grim picture for the people affected. According to reports shared by the union, 71 workers are dealing with the fallout from the studio’s closure. That alone would make this a major story, but the accusations around how things reached this point are what have really pushed the issue into the spotlight.

STJV, the French games workers union, has taken a hard stance. Rather than treating the closure as an unfortunate business collapse, the union argues it was the result of choices made well before the final announcement. Its language has been especially strong, describing the outcome as intentional rather than accidental. That kind of framing matters because it shifts the conversation away from simple financial struggle and toward questions of accountability.

Spiders had been part of Nacon since its acquisition in 2019, back when Nacon was still known as Bigben Interactive. Since then, the studio has remained recognizable to RPG fans for its distinct style, often delivering games with strong ideas, rough edges, and a clear sense of identity. Spiders was never the kind of studio that dominated the market with gigantic blockbuster releases, but it carved out a niche and built a loyal audience. That makes the closure hit differently. This was not just another anonymous support team disappearing into a restructuring notice. This was a studio with a name, a catalog, and a visible creative voice.

The broader financial context also adds weight to the story. Earlier this year, Nacon entered a court-supervised reorganization process tied to debt and restructuring efforts. Not long after that, multiple subsidiaries, including Spiders, Kylotonn, Cyanide, and Nacon Tech, reportedly filed for insolvency. When several branches of a company all begin to buckle at once, it usually signals that the problem is larger than one struggling project or one underperforming release. It points to structural issues.

What makes the Spiders case especially contentious are the union’s claims about how the studio functioned under Nacon’s ownership. STJV alleges that Spiders was put in a deeply dependent position, with Nacon acting not only as owner but also as its main decision-maker and effectively its only client. In that setup, a studio can lose the flexibility needed to survive. If it cannot freely pursue outside deals, seek publishing partnerships, or diversify its income, then its future depends entirely on the parent company’s willingness to keep it alive.

That is where the cancellation of Project Dark becomes a key part of the story. The union claims that when that production was suddenly halted last year, it started the countdown toward closure. Without another secured project after GreedFall 2, the studio’s path forward reportedly became dangerously narrow. STJV further alleges that Nacon refused to sign a new contract and blocked Spiders from seeking opportunities with other publishers or investors. If true, that would suggest a studio left with very few ways to protect itself.

For many players, this may sound like the kind of behind-the-scenes business conflict that usually stays far away from the games they buy. But over the last few years, labor disputes in gaming have become much harder to ignore. Workers are speaking more openly, unions are becoming more visible, and studios are no longer seen as faceless creative machines. Fans increasingly understand that the people making games are dealing with layoffs, crunch, restructuring, and management failures in ways that directly affect both their lives and the games themselves.

Spiders was already under pressure before this closure. In 2024, workers went on strike and published an open letter calling attention to what they described as serious mismanagement. Their demands were not extravagant. They asked for more transparency, better representation, clearer organization, protections for remote work, and improved working conditions. Those are the kinds of requests that sound less like a rebellion and more like a warning sign that internal problems had been building for a while.

The response at the time showed just how strained things already were. Management rejected some of the accusations as false or defamatory, but later steps, including an audit of working conditions, salary increases, and remote work guarantees, suggested that not everything was fine behind the scenes. Even when immediate concessions are made, they do not always fix deeper structural problems. Sometimes they only confirm that tensions were serious enough to force action.

Now, with the studio closed, the union’s boycott call raises a difficult question for players: what does meaningful consumer action look like in a situation like this? Boycotts in gaming are always messy. Some players see them as one of the few tools available to push back against harmful corporate behavior. Others argue they rarely work as intended, especially when the people most affected may no longer be with the company. Still, the symbolic power of a boycott can matter. It sends a message that layoffs and closures are not just line items on a report, and that players are paying attention.

There is also a wider industry lesson here. Studios do not survive on talent alone. Creative teams can deliver respected games, build communities, and still end up vulnerable if their business structure leaves them with no independence, no fallback options, and no control over their future. The romantic image of game development often focuses on vision and passion, but stories like this remind us that contracts, ownership, and labor conditions can be just as decisive as design.

For fans of Spiders, there is a real sense of loss. The studio’s games may not have been perfect, but they offered something increasingly rare: mid-sized RPG ambition with a personality of its own. In an industry squeezed between giant live service operations and tiny indie teams, that middle space keeps shrinking. Every closure like this makes the landscape feel a little narrower.

As this story continues to develop, one thing is already clear: the shutdown of Spiders is not being treated as a quiet business footnote. Between the union’s accusations, the prior worker unrest, and the boycott call aimed at Nacon, this has become a flashpoint in the ongoing conversation about how game companies treat the people who build their worlds. For players, developers, and industry watchers alike, it is another reminder that gaming’s biggest battles are not always fought on screen.

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