{"id":1121,"date":"2026-03-30T16:12:29","date_gmt":"2026-03-30T16:12:29","guid":{"rendered":"https:\/\/0kill-7assists.com\/blog\/?p=1121"},"modified":"2026-03-27T09:33:21","modified_gmt":"2026-03-27T09:33:21","slug":"live-service-games-turmoil","status":"publish","type":"post","link":"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/","title":{"rendered":"Live-Service Games in Turmoil: Even Fortnite Faces Major Challenges"},"content":{"rendered":"<p class=\"wp-block-paragraph\"><div>\n<p style=\"margin:0 0 12px 0\">\n    The <strong>live-service games<\/strong> model is showing real strain, and it\u2019s not limited to smaller releases. Even <strong>Fortnite<\/strong>, long treated as the benchmark for <strong>seasonal content<\/strong> and <strong>live events<\/strong>, is facing a dip in engagement that\u2019s forcing hard calls inside Epic. When a title of that scale starts costing more to run than it brings in, the whole <i>always-on gaming economy<\/i> starts to look shaky.\n  <\/p>\n<p style=\"margin:0\">\n    Across the industry, studios chased the same <strong>recurring revenue<\/strong> promise, only to meet the blunt reality: players have limited time, and <strong>content pipelines<\/strong> are expensive. Layoffs, cancelled projects, and trimmed roadmaps are becoming part of the story. Honestly, it\u2019s a wake-up moment for <strong>game development<\/strong>, and for anyone betting on <i>infinite updates<\/i> to keep the lights on.\n  <\/p>\n<\/div><\/p>\n\n<figure class=\"is-provider-youtube is-type-video wp-block-embed wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"This Game Is Wild...\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/I9mw5UlDyPI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 ez-toc-wrap-center counter-hierarchy ez-toc-counter ez-toc-transparent ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Sommaire<\/p>\n<span class=\"ez-toc-title-toggle\"><a href=\"#\" class=\"ez-toc-pull-right ez-toc-btn ez-toc-btn-xs ez-toc-btn-default ez-toc-toggle\" aria-label=\"Toggle Table of Content\"><span class=\"ez-toc-js-icon-con\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/span><\/a><\/span><\/div>\n<nav><ul class='ez-toc-list ez-toc-list-level-1 eztoc-toggle-hide-by-default' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/#Why_are_live-service_games_hitting_a_breaking_point_in_2026\" >Why are live-service games hitting a breaking point in 2026?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/#What_do_Epics_layoffs_reveal_about_Fortnites_current_headwinds\" >What do Epic\u2019s layoffs reveal about Fortnite\u2019s current headwinds?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/#Can_any_studio_realistically_replicate_Fortnites_live-service_scale\" >Can any studio realistically replicate Fortnite\u2019s live-service scale?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/#How_do_crossovers_and_cosmetics_affect_long-term_sustainability\" >How do crossovers and cosmetics affect long-term sustainability?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/#What_can_players_and_studios_expect_from_live-service_next\" >What can players and studios expect from live-service next?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/#Conclusion\" >Conclusion<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/0kill-7assists.com\/blog\/live-service-games-turmoil\/#Sources\" >Sources<\/a><\/li><\/ul><\/nav><\/div>\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Why_are_live-service_games_hitting_a_breaking_point_in_2026\"><\/span>Why are live-service games hitting a breaking point in 2026?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><div>\n<p>For years, big publishers chased the same business shape : a <strong>live-service game<\/strong> that never stops, keeps players logging in daily, and prints revenue through <strong>battle passes<\/strong>, <strong>cosmetics<\/strong>, and rotating stores. Fortnite set the bar with headline-grabbing <strong>live events<\/strong>, constant updates, and crossovers that spilled into mainstream culture. The catch is that the model doesn\u2019t scale gently. Once you\u2019re operating at that level, the burn rate is relentless : servers, anti-cheat, moderation, customer support, marketing beats, weekly patches, big seasonal resets, and a content pipeline that can\u2019t miss. Even if a title is among the <strong>top live-service games<\/strong> year after year, the margin for error stays thin because the cadence itself is expensive.<\/p>\n<p>Industry-wide, the time-and-money squeeze has gotten harsher. Players have only so many hours in a week, so the biggest games soak up attention and spending, while mid-tier releases fight over what\u2019s left. When engagement dips, the cost structure doesn\u2019t dip with it, at least not quickly. That\u2019s where the turmoil comes from : studios bet staffing and budgets on steady growth, then discover that <strong>player engagement<\/strong> can slide for reasons they can\u2019t fully control, from seasonal fatigue to competing launches. And when boards want instant course corrections, you see <strong>layoffs<\/strong>, cancelled roadmaps, and reshuffles that ripple across teams. The uncomfortable lesson is that <i>even \u201csuccessful\u201d live-service titles<\/i> can end up feeling financially cornered when the treadmill speeds up faster than revenue.<\/p>\n<\/div><\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"What_do_Epics_layoffs_reveal_about_Fortnites_current_headwinds\"><\/span>What do Epic\u2019s layoffs reveal about Fortnite\u2019s current headwinds?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><div>\n<p style=\"color:#eef2ff\">When Epic\u2019s CEO Tim Sweeney said a <strong>downturn in Fortnite engagement<\/strong> meant spending outpaced earnings, it landed hard because it reframes a long-held assumption : that Fortnite\u2019s scale automatically guarantees safety. Fortnite still sits among the world\u2019s biggest games, and public estimates have pointed to massive annual revenue. Yet at Fortnite\u2019s size, \u201ca lot of money\u201d and \u201cenough money to keep the machine humming forever\u201d aren\u2019t the same thing. The cost to ship fresh seasons\u2014new mechanics, limited-time modes, story beats, balance passes, and big-ticket spectacles\u2014creates a recurring bill that doesn\u2019t care how iconic the brand is. And if a season doesn\u2019t spark, the feedback loop is immediate : lower playtime, softer sell-through on cosmetics, and a colder mood across the community.<\/p>\n<p style=\"color:#eef2ff\">There\u2019s also a human side that gets lost in spreadsheet talk. Long-term developers help define consistency : how a gun feels, how a map reads at a glance, how a skin lands stylistically without breaking the game\u2019s visual language. Losing experienced staff\u2014design leads, character artists, seasoned production folks\u2014can slow the rhythm that players take for granted. You can hear it in the way teams talk after cuts : people aren\u2019t just worried about workload; they\u2019re worried about quality drift and surprises they can\u2019t predict yet. If Epic also trims or sunsets smaller modes while pushing \u201cfresh seasonal content,\u201d that\u2019s a sign of narrowing focus : fewer plates spinning at once, fewer experiments, more pressure on the core loop to carry the whole brand.<\/p>\n<div style=\"margin-top:14px;padding:14px;border-radius:12px;color:#eef2ff\">\n<ul style=\"margin:0;padding-left:18px;line-height:1.5\">\n<li><strong>Engagement dips<\/strong> hit faster than costs shrink, so budgets feel tight even at high revenue.<\/li>\n<li><strong>Seasonal \u201cmagic\u201d expectations<\/strong> create a punishing bar : every update is judged against peak moments.<\/li>\n<li><strong>Mode shutdowns<\/strong> can reduce complexity, but they also remove variety that keeps returning players interested.<\/li>\n<li><strong>Veteran departures<\/strong> can disrupt pipelines for <i>skins, events, balance changes<\/i>, and narrative pacing.<\/li>\n<li><strong>Price increases<\/strong> may offset costs short-term, but they can intensify scrutiny over value.<\/li>\n<\/ul><\/div>\n<\/div><\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Can_any_studio_realistically_replicate_Fortnites_live-service_scale\"><\/span>Can any studio realistically replicate Fortnite\u2019s live-service scale?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><div>\n<p>Trying to \u201cbuild the next Fortnite\u201d has been a costly obsession, and honestly, I get why execs chased it : recurring revenue sounds steadier than one-and-done launches. But replication is the wrong framing. Fortnite isn\u2019t just one mechanic; it\u2019s a full ecosystem : cross-platform scale, creator tools, licensing muscle, years of live-ops learning, and a community trained to expect weekly motion. Even huge publishers have stumbled with projects that never found traction, proving that <strong>live-service retention<\/strong> isn\u2019t a guaranteed outcome of spending big. The bigger issue, though, is what happens when a launch is considered a hit and the studio still struggles to sustain it. That\u2019s the nightmare scenario : you \u201cwin\u201d day one, then spend the next 18 months paying for the privilege of maintaining momentum.<\/p>\n<p>We\u2019ve seen cases where companies tout record openings, then restructure anyway. The message to dev teams is messy : success doesn\u2019t necessarily protect jobs when operating costs are massive and shareholder expectations keep rising. On the player side, this churn shows up as rushed updates, inconsistent communication, and content that feels engineered around monetization beats. And on the brand side, it erodes trust : people hesitate to invest time and money into a game when they fear it could be scaled back or shuttered. If you\u2019re a studio trying to compete, the smarter question isn\u2019t \u201cHow do we match Fortnite\u2019s scale?\u201d but \u201cWhat scale can we sustain with our team, our tech stack, and our community?\u201d A leaner live-service with fewer promises can be healthier than a bloated roadmap nobody can ship.<\/p>\n<\/div><\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"How_do_crossovers_and_cosmetics_affect_long-term_sustainability\"><\/span>How do crossovers and cosmetics affect long-term sustainability?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><div>\n<p style=\"color:#eef2ff\">Fortnite\u2019s economy runs on <strong>cosmetic monetization<\/strong> : skins, emotes, bundles, and collaborations that can spike interest overnight. Crossover drops do more than sell outfits; they act as marketing blasts that bring lapsed players back to check the item shop, grind a pass, or watch an event. But licensed content has real costs\u2014fees, approvals, scheduling constraints\u2014and it can shape production priorities. When the community expects constant \u201cbig deals,\u201d the baseline bar rises. The team isn\u2019t only making a fun season; they\u2019re producing a cultural moment, on a deadline, repeatedly. That pressure adds risk : one slip in timing or quality gets amplified fast across social platforms.<\/p>\n<p style=\"color:#eef2ff\">There\u2019s another subtle factor : crossovers can create a split audience. Some players love collabs; others want more original Fortnite identity, more map evolution, more systemic gameplay changes. If the conversation becomes \u201cskins vs. substance,\u201d it can hurt <strong>community sentiment<\/strong> and, indirectly, <strong>player retention<\/strong>. I\u2019ve felt that mood swing myself after long sessions : you log in, see amazing new outfits, but if matches feel stale, the shop alone won\u2019t keep you for weeks. That\u2019s why cosmetics are a tool, not a foundation. They work best when paired with readable balance changes, fresh mechanics, and events that feel earned rather than forced.<\/p>\n<p style=\"color:#eef2ff\">If you follow Fortnite\u2019s collaboration culture, these reads add context on how Epic uses franchises and exclusives as part of its live-ops playbook, while still leaning on seasonal gameplay : <a href=\"https:\/\/0kill-7assists.com\/blog\/game-of-thrones-fortnite-skins\/\" style=\"color:#a8c7ff;text-decoration:none\">Game of Thrones Fortnite skins<\/a>, <a href=\"https:\/\/0kill-7assists.com\/blog\/fortnite-exclusive-skins\/\" style=\"color:#a8c7ff;text-decoration:none\">Fortnite exclusive skins<\/a>, and even meme-driven moments such as <a href=\"https:\/\/0kill-7assists.com\/blog\/tung-tung-tung-fortnite\/\" style=\"color:#a8c7ff;text-decoration:none\">Tung Tung Tung Fortnite<\/a>. For a wider lens on how players split time across platforms and libraries\u2014another quiet force pulling attention away from any single live-service\u2014this roundup on <a href=\"https:\/\/0kill-7assists.com\/blog\/playstation-5-favorite-titles\/\" style=\"color:#a8c7ff;text-decoration:none\">PlayStation 5 favorite titles<\/a> is also useful.<\/p>\n<\/div><\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"What_can_players_and_studios_expect_from_live-service_next\"><\/span>What can players and studios expect from live-service next?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><div>\n<p>Studios are likely to get more selective about what \u201clive-service\u201d even means. Expect fewer sprawling mode menus and more <strong>focused seasonal updates<\/strong> where teams can actually hit quality targets. Players may see longer gaps between major beats, or smaller seasons that emphasize balance and map readability over spectacle. From a business angle, we\u2019ll probably see more pricing tests\u2014bundles, premium passes, rotating offers\u2014because <strong>live-ops costs<\/strong> keep climbing. That can be fine if value is clear and systems are transparent; it can backfire if it feels like the game is charging more while delivering less. And yes, the hard reality is that layoffs across the industry make production less predictable for a while, even at companies with strong brands.<\/p>\n<div style=\"margin-top:12px;padding:14px;border-radius:12px\">\n<table style=\"width:100%;border-collapse:separate;border-spacing:0;color:#e9eefc;overflow:hidden;border-radius:10px\">\n<thead>\n<tr>\n<th style=\"text-align:left;padding:12px\">Pressure point<\/th>\n<th style=\"text-align:left;padding:12px\">What players may notice<\/th>\n<th style=\"text-align:left;padding:12px\">What studios tend to do<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"padding:12px\"><strong>Engagement volatility<\/strong><\/td>\n<td style=\"padding:12px\"><i>More aggressive events<\/i> or shorter content beats<\/td>\n<td style=\"padding:12px\">Tighten roadmaps, cut underused modes<\/td>\n<\/tr>\n<tr>\n<td style=\"padding:12px\"><strong>Rising operating costs<\/strong><\/td>\n<td style=\"padding:12px\">Higher prices, more bundle offers<\/td>\n<td style=\"padding:12px\">Adjust monetization, renegotiate spend<\/td>\n<\/tr>\n<tr>\n<td style=\"padding:12px\"><strong>Content pipeline strain<\/strong><\/td>\n<td style=\"padding:12px\"><i>Slower seasons<\/i> or fewer \u201cwow\u201d moments<\/td>\n<td style=\"padding:12px\">Re-center on core gameplay and stability<\/td>\n<\/tr>\n<\/tbody>\n<\/table><\/div>\n<p style=\"margin-top:14px\">One side note that keeps coming up in conversations with friends : players are also spreading time across other long-running ecosystems, not just shooters. When a big narrative season drops in a different franchise, or a survival game updates, attention shifts. That\u2019s part of why \u201ccompeting for hours\u201d is so brutal. If you\u2019re watching how gaming IPs try to keep audiences engaged across formats, this piece on <a href=\"https:\/\/0kill-7assists.com\/blog\/walking-dead-gaming\/\" style=\"color:#a8c7ff;text-decoration:none\">The Walking Dead in gaming<\/a> is a good example of how brands seek longevity through multiple releases and styles, not just one forever game.<\/p>\n<\/div><\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Conclusion\"><\/span>Conclusion<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\"><div>\n<p style=\"margin:0 0 10px 0;line-height:1.55\">\n    Live-service titles are hitting a rough patch, and the shake-up around <strong>Fortnite engagement<\/strong> signals a wider strain in <strong>live-service economics<\/strong>. When a game needs constant updates, events, and technical support, costs don\u2019t sit still. If revenue can\u2019t keep pace, even a huge brand ends up cutting staff and trimming modes. Honestly, that should make any publisher pause before betting everything on one endless pipeline.\n  <\/p>\n<p style=\"margin:0;line-height:1.55\">\n    For players, this period may mean tighter roadmaps, fewer experiments, and more focus on <strong>seasonal content quality<\/strong> over sheer volume. For studios, the lesson is blunt, steady scale matters, and <strong>long-term sustainability<\/strong> beats chasing hype. No drama, just reality: the model can work, but it\u2019s harder to maintain than the industry liked to admit.\n  <\/p>\n<\/div><\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Sources\"><\/span>Sources<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<ol class=\"wp-block-list\"><li>Epic Games. \u00ab An Update from Epic \u00bb. Epic Games, 2023-09-28. Consult\u00e9 le 2026-03-26. <a href=\"https:\/\/www.epicgames.com\/site\/en-US\/news\/an-update-from-epic\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a> <a href=\"https:\/\/web.archive.org\/web\/20230928184530\/https:\/\/www.epicgames.com\/site\/en-US\/news\/an-update-from-epic\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Archive<\/a><\/li><li>Statista Research Department. \u00ab Epic Games revenue \u00bb. Statista, s.d. Consult\u00e9 le 2026-03-26. <a href=\"https:\/\/www.statista.com\/topics\/9579\/epic-games\/\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Electronic Arts. \u00ab Electronic Arts Reports Q2 Fiscal Year 2026 Financial Results \u00bb. Electronic Arts (Investor Relations), s.d. Consult\u00e9 le 2026-03-26. <a href=\"https:\/\/ir.ea.com\/financial-information\/quarterly-results\/default.aspx\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Sony Interactive Entertainment. \u00ab PlayStation Studios \u00bb. Sony Interactive Entertainment, s.d. Consult\u00e9 le 2026-03-26. <a href=\"https:\/\/www.playstation.com\/en-us\/corporate\/playstation-studios\/\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><\/ol>\n\n<p class=\"wp-block-paragraph\">Source: <a href=\"https:\/\/www.theverge.com\/games\/900389\/live-service-games-mess-fortnite-layoffs\" rel=\"nofollow noopener\" target=\"\">www.theverge.com<\/a><\/p>\n\n","protected":false},"excerpt":{"rendered":"<p>The live-service games model is showing real strain, and it\u2019s not limited to smaller releases. Even Fortnite, long treated as [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":1123,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_crdt_document":"","site-sidebar-layout":"default","site-content-layout":"","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","ast-disable-related-posts":"","theme-transparent-header-meta":"","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"default","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"ast-content-background-meta":{"desktop":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"footnotes":""},"categories":[1],"tags":[54,1549,904,1547,1551],"class_list":["post-1121","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-fortnite","tag-game-industry","tag-gaming-challenges","tag-live-service-games","tag-multiplayer-games"],"_links":{"self":[{"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/posts\/1121","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/comments?post=1121"}],"version-history":[{"count":2,"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/posts\/1121\/revisions"}],"predecessor-version":[{"id":1129,"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/posts\/1121\/revisions\/1129"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/media\/1123"}],"wp:attachment":[{"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/media?parent=1121"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/categories?post=1121"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/0kill-7assists.com\/blog\/wp-json\/wp\/v2\/tags?post=1121"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}