The mobile games industry moves at a blistering pace, and while trends, launches, and breaking stories frequently come and go, some topics linger long after the initial news cycle fades. To give those particularly thorny, complex, and intriguing subjects a more thorough examination, the PocketGamer.biz editorial team has assembled a weekly digest. In this feature, staff members share their candid thoughts, industry data, and deeper insights into some of the most compelling developments shaping the mobile gaming landscape over the past week. Rainbow Six Mobile to Shut Down in January 2027 The mobile gaming world received a sobering reminder this week that brand power alone is never a guarantee of survival, as Ubisoft announced that Rainbow Six Mobile is shutting down in January, less than a year after its official global launch. For a project that endured such a prolonged, arduous development and testing cycle, the closure feels especially poignant and highlights just how difficult it is to get high-end tactical shooters right on handheld devices. Read Also: Playstack CEO Harvey Elliott Elected as New Ukie Chair to Lead ‘Supercharged’ Strategy From Mighty Bear to SecretSauce Labs: Game Development Studio Pivots Entirely to AI Content Technology It was a title that truly went through the wringer. After first entering a soft launch phase back in 2023, the game was temporarily pulled into a hiatus in 2024 to undergo extensive technical improvements and design overhauls. It eventually returned to the market with major reworks and several rigorous testing phases, building up anticipation before finally launching worldwide in February 2026. Despite all of that heavy investment, time, and engineering work, Ubisoft has ultimately decided to pull the plug. To be sure, the game showed some early promise, generating nearly $1.6 million globally within its first two weeks on the market. However, that initial momentum quickly slowed down, proving once again that bringing a major, console-bred franchise to the mobile ecosystem is a fundamentally different beast than running it on PC or home hardware. While Rainbow Six already commanded an established, passionate audience on traditional platforms, translating that specific tactical appeal into a sustainable, long-term mobile experience requires navigating a completely separate set of player expectations and market dynamics. Industry observers are left asking difficult questions: Did the core fanbase actually want a mobile iteration of this tactical shooter? And if they did not, was there a large enough alternative audience out there to sustain it, especially considering the brutally competitive landscape of the mobile shooter genre? It is undoubtedly a heavy blow and a genuine shame to see it close its doors so soon after a global rollout, but it appears that Ubisoft ultimately felt they had exhausted all available options to make the project viable in a crowded marketplace. Minecraft Blast Testing Phase Expands: Developing for New and Lapsed Fans Shifting focus from a high-profile closure to a potential new heavyweight contender, the industry is closely watching King’s latest collaborative venture. A few weeks ago, Aaron Astle had the unique opportunity to return to King’s London headquarters with one primary objective: getting the exclusive inside story on Minecraft Blast. Ahead of its first public playtest in Western markets, Astle got a firsthand taste of the gameplay mechanics and core elements, experimenting with the puzzle board using recognizable franchise items like potions, fireworks, and End Crystals. Completing classic blast-style puzzles successfully rewards players with energy. This energy can then be spent on constructing a miniature, blocky world reminiscent of the classic Minecraft universe, developing houses, balconies, and other structures designed to make a small companion character feel right at home while protecting them from familiar threats like creepers. The puzzle-based spin-off has recently returned to Malaysia for a second regional playtest and is slated to expand its testing footprint to Canada and Australia. According to King’s Gavin Lammin, the title is still very much in its "early, early days," meaning that players who happen to miss the strict, weeks-long availability window will be unable to download the software. The primary goal of these current testing phases is strictly to validate baseline player engagement, gather early metrics on how monetization features are received by consumers, and test overall product-market fit. Lammin also shed light on the lengthy background of Minecraft Blast, revealing that development has been quietly underway for three years, dating back to the very first conversations between King and Mojang Studios. King had been eager to explore the Minecraft intellectual property for some time, and Mojang’s Magnus Nedfors noted that the eventual corporate acquisition by Microsoft played a crucial role in making the collaboration possible. Reflecting on how the partnership finally materialized, Nedfors noted that the acquisition process took a considerable amount of time for various internal reasons. However, once the deal was nearing completion, the sentiment from the team was clear: the very day the acquisition went through, they wanted to be in touch with King. Knowing that several key people at King were also eager for a collaboration, the teams kicked off discussions on the earliest possible day. In the Hot Seat: Ex-Take-Two AI Chief Luke Dicken on the $2tn Bubble, Junior Jobs, and the Next 2008 Discussions surrounding artificial intelligence in the video games industry typically fall into one of two predictable camps. Either an enthusiastic technologist tells you that AI is going to completely revolutionize and improve every aspect of game development, or a vocal critic warns you that the technology is going to ruin the creative medium entirely. However, a recent conversation between Mariam Ahmad and Dr. Luke Dicken offered a starkly different perspective, steering clear of both extremes and leaving a lasting impression on how industry leadership views the current technological gold rush. Dicken spent a decade building Zynga’s applied AI group and subsequently ran artificial intelligence operations at Take-Two Interactive until April. Having spent his professional career actively advocating for the implementation of AI within game development pipelines, he now stands out as one of the most pragmatic and genuinely skeptical voices speaking on the subject today. One of the most sobering takeaways from their discussion centered on the current state of industry hiring, specifically regarding junior positions and entry-level roles. As companies increasingly lean on AI automation tools to handle foundational tasks, the resulting lack of junior hiring might look favorable on immediate corporate earnings reports. However, Dicken pointed out a glaring oversight: the games industry is rapidly approaching its first major retirement wave, and leadership doesn’t seem to be asking who will step up to replace those seasoned veterans ten years down the line. Dicken also offered provocative advice to mid-sized studios and developers that have not yet jumped headfirst into the generative AI trend: stay safely on the sidelines. In a year defined by an incessant industry-wide pressure to force the word "AI" into every quarterly earnings call and marketing pitch, advising restraint is a remarkably bold claim to make on the record. His core reasoning is that foundational tooling will eventually settle into standardized, accessible practices—much like 3D modeling and rendering software did decades ago—and that studios frantically chasing short-term productivity gains today are essentially "running on a treadmill." Furthermore, Dicken issued a direct warning regarding the financial sustainability of current pipelines. Studios that build their entire production workflows around cheap, heavily subsidized AI services risk getting caught completely off guard when commercial pricing models inevitably rise, a structural vulnerability that every developer should be actively planning for. Walking away from the conversation left a distinct impression of being equal parts fascinated and genuinely unsettled—which, by Dr. Dicken’s own measure, is likely the most accurate and appropriate emotional response to the current state of artificial intelligence in entertainment. Post navigation Rainbow Six Mobile’s shutdown, Minecraft Blast’s next steps and AI’s risks for games | Week in Views Rainbow Six Mobile’s shutdown, Minecraft Blast’s next steps and AI’s risks for games | Week in Views