It has been six days since Bungie posted a video called "The Next Chapter for Bungie," and I've deliberately let it sit before writing about it, because the first 48 hours of coverage were mostly stenography: here's what they said, here's the timestamp, here's the blog post. What actually matters is whether any of it holds up once the news cycle moves on, and now that a week has passed, I think I can answer that honestly. Studio head Poria Torkan and head of product Josh Deane opened the video by naming the damage directly — lost trust, lost colleagues, stalled ambitions — instead of hiding behind the usual "we hear you" corporate mush. Then they made two specific promises: Destiny 2 is getting its removed content back, and Marathon is getting rebuilt around something closer to what made Destiny work in the first place. I want to be fair to both halves of that, because they are not equally credible, and nobody else seems to be saying so out loud.

At a Glance

  • Bungie's studio head Poria Torkan and head of product Josh Deane posted "The Next Chapter for Bungie" on September 21, directly apologizing for lost player trust after years of Destiny 2 and Marathon missteps.
  • Marathon's all-time Steam concurrent player peak of 88,337 has collapsed roughly 96.5%, to about 3,000, in the six months since its March 5 launch. Bungie is scrapping its strict seasonal schedule and pushing a planned September update to December 8.
  • Bungie committed to "unvaulting" Destiny 2 content removed since 2020, reportedly including the base Red War campaign, the Forsaken expansion and the Leviathan raid, while stopping short of confirming Destiny 3.
  • My take: I built the comparison Bungie's blog post never made — how Marathon's fall stacks up against Concord and Suicide Squad — and graded the apology piece by piece. The Destiny 2 half earns real credit. The Marathon half is still mostly a mood board.

What Bungie actually said on September 21

The video and its companion blog post were framed as "the next chapter," which is the kind of phrase that usually means nothing. This one had specifics attached, which is the only reason it's worth writing about a week later instead of letting it evaporate like every previous "we hear you" moment Bungie has put out. Torkan opened by naming three decades of built trust and then naming exactly what the studio did to spend it: real consequences, colleagues lost, ambitions that stalled out. Deane, who is both head of product and general manager for Marathon, followed with the headline commitment — Bungie is going to bring back the parts of Destiny 2 that got removed under the game's Content Vault policy, a practice the studio adopted in 2020 to keep the live-service game from ballooning past what current hardware and its own engine could reasonably support.

According to the blog post, the list of what's coming back reportedly starts with some of the franchise's most requested history: the original Red War campaign that shipped with Destiny 2 in 2017, the Forsaken expansion widely considered one of the series' creative high points, and the Leviathan raid. None of it is coming back quickly. Deane was explicit that every vaulted piece needs to be rebuilt against Destiny 2's current systems and stability standards before it can return, which is a fair caveat but also exactly the kind of caveat that lets a promise slip for years without technically being broken. Neither Torkan nor Deane used the words "Destiny 3" anywhere in the video. Instead they described the franchise as foundational to Bungie's future and said the vault restoration should "lay the foundation" for whatever comes next — language that reads to me like a studio that wants credit for ambition without committing to a timeline it might miss in public again.

Marathon's math: from 143,621 to about 3,000

The Destiny 2 news is the part getting the warmest reception, but Marathon is the reason this video needed to exist at all, and the numbers behind it are worse than most of the coverage last week actually spelled out. Before launch, Bungie ran a dedicated stress test called a Server Slam that pulled in 143,621 peak concurrent players on Steam — a number that briefly made Marathon look like the breakout hit Sony needed after Concord. The real launch, on March 5, 2026, peaked at 88,337 concurrent Steam players, still a genuinely strong debut for a new IP. Seven months later, that number has fallen by roughly 96.5%, with the 24-hour peak sitting at just over 3,000 as of late September. Reviews were never the problem — Marathon holds a Metacritic score of 82, and a Sony executive identified in reporting as "Tao" has pointed out that more than 90% of its Steam user reviews are positive. People who played it mostly liked it. They just stopped playing it, which is a distinct and in some ways scarier failure mode than a game nobody liked in the first place.

143,621Peak players, pre-launch stress test
88,337All-time Steam peak at launch
~3,00024-hr peak, late Sept.
Dec. 8Delayed content update

Bungie's own explanation, buried in the same development update that accompanied the apology video, is that Marathon's difficulty curve punished new players too aggressively and that its strict seasonal schedule left too little room to fix problems before the next season buried them. The fix on paper is to scrap that seasonal cadence entirely, delay what was supposed to be a September content drop to December 8, and reshape the game into what Deane called "a deeper survival experience" with more permanent PvE content and more player agency in how they approach both PvE and PvP. That is a real plan in the sense that it names real problems. It is not yet a real plan in the sense that none of the specifics — what the new difficulty curve looks like, what "more agency" actually means moment to moment — exist anywhere outside that one sentence.

My table: how Marathon's fall stacks up against gaming's worst live-service flops

Every outlet that covered this story ran the 96.5% figure on its own, which sounds catastrophic and is catastrophic, but it also doesn't tell you anything about how Marathon's collapse compares to the other live-service disasters everyone already remembers. So I built the comparison myself, using SteamDB-sourced peak numbers reported at the time for each game. The gap that jumps out is the launch itself — Marathon's debut dwarfs both of the other two — which makes what happened next even harder to explain away as "the genre is just hard."

Marathon vs. Two of Gaming's Most Infamous Live-Service Launches
Peak concurrent Steam player figures as reported by SteamDB at the time of each launch; compiled from public reporting cited in the sources below.
GameLaunch Peak (Steam CCU)Time to Effective CollapseStudio's Fate
Concord (Aug. 2024)Launch Peak697Time to Collapse14 days to full shutdownStudio's FateFirewalk Studios permanently closed two months later
Suicide Squad: KTJL (Feb. 2024)Launch Peak13,459Time to Collapse~5 months to under 1,000 daily peakStudio's FateRocksteady kept operating; live support quietly wound down
Marathon (Mar. 2026)Launch Peak88,337Time to Collapse~7 months to ~96.5% declineStudio's FateBungie keeps the game, delays its roadmap and rebuilds it in public

Read the "Studio's Fate" column and the real story of this apology video comes into focus. Concord's numbers were so small that Sony could just pull the plug and eat the loss. Suicide Squad's numbers were bad enough to kill the live-service ambitions quietly, without anyone standing in front of a camera. Marathon's launch numbers were genuinely good — 127 times Concord's peak — which is exactly why Bungie can't do either of those things. A game that pulled in 88,000 players at launch and still lost 96.5% of them isn't a product failure in the way Concord was. It's a retention failure, and retention failures are the kind you're supposed to be able to fix without shutting down the studio. That's the bet this whole apology video is making, and it's a much harder bet to win than either of the other two studios ever had to place.

Concord failed so quietly Sony could just turn it off. Marathon failed loudly enough, after a big enough launch, that Bungie has to stand in front of a camera and promise to fix it instead.— Gustavo Henrique

Grading the apology, point by point

I've watched enough of these studio mea culpas to know that tone is cheap and follow-through is everything, so I graded the video the same way I'd grade any promise: on specificity, not sincerity. These are my own grades, and I'd genuinely welcome an argument against any of them.

  1. A−

    Naming the damage without softening it

    Torkan said "we lost trust" and "we lost incredible colleagues" instead of the usual passive-voice corporate hedging. That's rare, and it's the reason this video got more goodwill in 48 hours than Bungie has earned in two years.

  2. B+

    Committing to unvault Red War, Forsaken and the Leviathan raid

    This is the single most concrete thing in the whole video, and it directly answers the complaint Destiny players have made loudest for years. It loses half a grade only because "when it's ready" is doing a lot of quiet work in that sentence.

  3. C+

    Scrapping Marathon's seasonal schedule and delaying to December 8

    Admitting the cadence was the problem is honest. But delaying the fix to December, three months after the admission, is asking a playerbase that's already down 96.5% to keep the faith through a fourth straight quarter of "wait a little longer."

  4. D+

    "A deeper survival experience" as the Marathon pivot

    This is a mood, not a design document. I don't need a full patch notes list in September, but I need more than a phrase that could describe six different games. Grade moves the day an actual system gets named.

  5. C

    Staying silent on Destiny 3

    I understand why a studio that just admitted to overpromising doesn't want to make a new promise on camera. But "foundational to our future" without a single concrete detail is the safest possible sentence to say, and safest isn't the same thing as honest here.

Quick answers

Is Bungie shutting down Marathon?

No. Despite a roughly 96.5% drop in concurrent players since its March 2026 launch, Bungie has publicly committed to reworking Marathon into what it calls "a deeper survival experience," ending its strict seasonal schedule and delaying its next major content update to December 8, 2026.

Is Destiny 3 happening?

Bungie has not confirmed a Destiny 3. In the September 21 video, leadership called Destiny "foundational" to the studio's future and said restoring vaulted Destiny 2 content should lay the groundwork for future stories and games, without naming a new mainline title.

What Destiny 2 content is being unvaulted?

Bungie's blog post points to restoring some of the game's most-requested removed content, reportedly including the original Red War campaign, the Forsaken expansion, and the Leviathan raid, though the studio says each piece needs to be rebuilt to current standards before it returns.

Who runs Bungie now?

Poria Torkan, formerly Bungie's VP of Operations, is studio head. Josh Deane is head of product and general manager for Marathon. Both succeeded Justin Truman, who stepped down in mid-2026 after holding the role for less than a year following Pete Parsons' August 2025 departure.

How far has Marathon's player count actually fallen?

From an all-time Steam peak of 88,337 concurrent players at its March 5, 2026 launch to roughly 3,000 by late September 2026 — about a 96.5% decline over seven months, according to SteamDB-sourced reporting.

B−My Quick Verdict on Bungie's Apology Tour

The Destiny 2 half of this is the best news Bungie has given its community in years, and I think it deserves to land that way. The Marathon half is a studio correctly diagnosing its own problem — a punishing difficulty curve, a schedule that never let anything breathe — without yet showing its work on the fix. Given that Marathon's launch was 127 times bigger than Concord's and still collapsed by 96.5%, "we're evolving it" isn't nothing, but it isn't a plan either.