The mobile games industry moves at a relentless pace. While individual stories often emerge, dominate the news cycle, and then fade away just as quickly, there are some developments that refuse to let go. To give those particularly complex and thorny topics a deeper examination, the PocketGamer.biz team has curated a weekly digest. In this feature, members of the editorial staff share their personal insights, industry context, and analytical takeaways on some of the most compelling things happening across the mobile gaming landscape over the past week.

Rainbow Six Mobile to Shut Down in January 2027

The mobile games ecosystem is unforgiving, and even some of the most powerful and recognizable intellectual properties in entertainment can struggle to find a permanent footing on smartphones and tablets. This reality was underscored sharply this week with the announcement that Ubisoft’s Rainbow Six Mobile is officially shutting down in January, less than a year after its high-profile global launch. It is a particularly bitter pill to swallow, especially given the extensive, multi-year journey Ubisoft undertook to get the project right.

This was a title that truly went through the wringer during its development lifecycle. After initially entering soft launch back in 2023, the game underwent a surprise hiatus in 2024 to undergo sweeping improvements and technical refinements. It eventually returned to the market carrying major reworks and went through several additional testing phases before finally securing its worldwide release in February 2026.

Rainbow Six Mobile's shutdown, Minecraft Blast's next steps and AI's risks for games  | Week in Views

Despite all of that rigorous work, substantial investment, and considerable industry attention, Ubisoft has ultimately decided to pull the plug. To be fair, the title did show early flashes of commercial potential, generating approximately $1.6 million globally during its first two weeks on the market. However, that early momentum steadily slowed down in the months that followed. It serves as yet another stark reminder that simply bringing a major, beloved console and PC franchise over to the mobile space does not guarantee immediate or sustained success.

While Rainbow Six already possessed a massive, established audience on traditional gaming platforms, translating that complex tactical shooter appeal into a sustainable, long-term mobile experience is an entirely different operational challenge. Industry observers and developers alike are left asking fundamental questions: Does the core fanbase actually want this kind of experience on a touch screen? And if they do not, is there a large enough entirely new audience out there to sustain it, especially bearing in mind that the mobile shooter genre is already fiercely competitive and dominated by entrenched heavyweights?

It is undeniably a great shame to see the project close its doors permanently, but it appears that Ubisoft ultimately felt it had exhausted all viable options for turning the title’s fortunes around in a crowded marketplace.

Rainbow Six Mobile's shutdown, Minecraft Blast's next steps and AI's risks for games  | Week in Views

Minecraft Blast Testing Phase Expands: Developing for New and Lapsed Fans

Moving from project closures to the early stages of experimentation, the landscape also offers a glimpse into how major publishers are leveraging powerhouse brands for new mobile ventures. Just a few weeks ago, Aaron Astle had the unique opportunity to return to King’s London headquarters with one specific focus: getting the inside story on Minecraft Blast.

Ahead of its first regional playtest in the West, Astle was able to get a firsthand taste of the gameplay loop and its core puzzle mechanics, interacting with a specialized board that incorporated familiar Minecraft elements such as potions, explosive fireworks, and End Crystals. Completing traditional blast-style puzzle clears netted in-game energy, which could then be spent building up a blocky, Minecraft-style environment. Players could develop a house, a balcony, and various other structures designed to make a little companion character feel more at home while keeping him safely sheltered from encroaching Creepers.

The puzzle title has recently returned to Malaysia for its second playtest phase and is soon scheduled to expand further into Canada and Australia. King’s Gavin Lammin explained that the title is still very much in its "early, early days" of development. Consequently, players who happen to miss a weeks-long window of availability are simply unable to download or access it. This specific round of testing is heavily focused on validating core player engagement metrics, gathering early quantitative and qualitative learnings on how monetization is received by consumers, and testing overall product-market fit.

Rainbow Six Mobile's shutdown, Minecraft Blast's next steps and AI's risks for games  | Week in Views

Lammin also shared fascinating details regarding the origins of Minecraft Blast, noting that work began roughly three years after initial conversations first commenced with Mojang Studios. The company had been actively wanting to craft a mobile game utilizing the universe for some time, and Mojang’s Magnus Nedfors suggested that the broader acquisition by Microsoft helped clear the path to make the collaboration possible.

Reflecting on the timeline, Lammin noted that while the corporate acquisition process took quite some time for various reasons, once it was finalized, the intent was immediate. The sentiment within the companies was that the moment the deal went through, they wanted to talk to King. With mutual interest already existing among certain teams at King, the partnership kicked off literally the first day they legally and operationally could.

In the Hot Seat: Ex-Take-Two AI Chief Luke Dicken on the $2tn Bubble, Junior Jobs, and the Next 2008

Conversations surrounding artificial intelligence in the video games industry typically tend to fall into one of two predictable extremes. Either an enthusiastic advocate tells you that generative and applied AI is going to radically revolutionize everything, or a deeply concerned critic warns you that it is going to ruin everything. However, a recent conversation between Mariam Ahmad and Dr. Luke Dicken managed to buck that trend entirely, offering a grounded, pragmatic perspective that continues to resonate across the sector.

Rainbow Six Mobile's shutdown, Minecraft Blast's next steps and AI's risks for games  | Week in Views

Dicken spent a decade successfully building up Zynga’s applied AI group and subsequently ran artificial intelligence operations at Take-Two Interactive until April. Having spent his professional career actively arguing for the implementation of AI within game development pipelines, he now stands as one of the most cautious and skeptical voices speaking publicly on the subject.

One of the most striking points to emerge from the discussion centered on the broader labor market: specifically, the hiring of junior staff, or rather, the concerning lack thereof due to the rapid proliferation of automated tools. If AI tools are currently being utilized as a convenient rationale to halt the hiring of entry-level staff, it might look superficially positive for short-term corporate earnings reports and cost-cutting metrics. However, Dicken points out that the wider games industry is rapidly approaching its first real retirement wave of veteran talent, leaving a massive structural void where nobody seems to be asking who is going to replace those highly experienced people a decade down the line.

This skepticism extends directly into his practical advice for studios and leadership teams that have not yet heavily invested in the current wave of generative tech: stay firmly on the sidelines. In an industry climate where there has been an incessant, nearly mandatory push to slap the word "AI" onto every corporate presentation and earnings call, making such a bold claim on the record is notable. His core reasoning is that tooling will eventually settle into standardized industry norms—much like 3D asset creation tools did decades ago—and that studios frantically chasing immediate productivity gains right now are essentially "running on a treadmill."

Rainbow Six Mobile's shutdown, Minecraft Blast's next steps and AI's risks for games  | Week in Views

While it remains to be seen whether Dicken’s predictions will hold true, and he openly admits that he does not claim to possess all the answers, his stark warning about building fragile production pipelines on cheap, heavily subsidized AI tools only to get caught out when operational prices inevitably rise feels like a critical risk management consideration every modern studio should be planning for. Walking away from the discussion left the editorial team feeling equal parts fascinated and genuinely unsettled—which, by Dicken’s own measure, is likely the appropriate emotional baseline to have regarding the current trajectory of artificial intelligence.

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