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Pizza Tower's Studio Is Hiring at Gamescom While Its Peers Are Firing

Gamescom arrived against a backdrop that's become depressingly familiar: layoffs at major studios, mid-sized developers going dark, publishers tightening rosters faster than they can greenlight new projects. Into that climate stepped Tour De Pizza — the two-person team behind Pizza Tower — quietly announcing at the expo that they're looking to hire. It's a small story, numerically. But the contrast is hard to ignore.

Pizza Tower shipped in January 2023 and essentially came out of nowhere to become one of the most-discussed platformers in years. Fast, loud, mechanically dense — it built its reputation on feel, on the kind of frame-perfect responsiveness that players notice even when they can't articulate why. The game sold well enough that its sole developer, McPig, is now in a position to expand. While studios with hundreds of employees are contracting, a two-person indie is growing. That's worth sitting with for a moment.

What Tour De Pizza Actually Said

The announcement was low-key — a post rather than a press conference, which fits the studio's general energy. Tour De Pizza indicated they're looking for additional developers, with Gamescom serving as an opportunity to meet potential collaborators in person. No specific role count was listed publicly, no grand organizational restructuring announced.

What makes this notable isn't the scale — it's the timing. Gamescom is as much a business event as a consumer one, and studios use the floor to conduct hiring conversations alongside game announcements. Choosing to do that openly, right now, signals a certain kind of confidence. Whether that confidence is warranted depends on what comes next from the team, but the foundation they're building on is solid.

The Industry Context Doing a Lot of Heavy Lifting Here

2023 and 2024 have seen significant cuts across the industry — from large publishers down to mid-tier studios. Studios like Volition were shut down entirely. Firaxis went through cuts. Naughty Dog, Riot, and others reduced headcount, sometimes substantially. The reasons vary: over-hiring during the pandemic boom, rising development costs, poor-performing live-service launches, changed platform economics.

The common thread in many of these cases is scale — studios that expanded aggressively and then had to correct. Pizza Tower represents almost the opposite model: McPig kept the team minimal, controlled costs through that minimalism, and built something that resonated without a marketing budget that could bankroll a blockbuster. It's not a universal template — plenty of small studios make great games and still fold — but it did work here.

Why the Game's Success Was Actually Earned

It's worth being specific about what Pizza Tower did right, because 'it has good vibes' doesn't fully capture it. The game's combo system — where you build a score multiplier by stringing together enemy hits and environmental destruction without stopping — creates a genuine tension loop. You're always one slow moment away from dropping the streak. That's not a new concept, but the execution is tuned so precisely that the pressure feels motivating rather than punishing.

The level design enforces momentum without making the player feel railroaded, which is genuinely difficult to pull off. Each stage in the tower has its own mechanical gimmick, but none of them interrupt the flow so aggressively that you lose the rhythm of the run. For a game built around speed and spectacle — and heavily indebted visually and tonally to the Wario Land series — it shows unusual restraint in knowing when to get out of the player's way.

What Expansion Actually Means for a Studio This Size

Adding even one or two developers to a two-person team is a significant structural shift. The creative process changes — how decisions get made, how feedback gets incorporated, how the design voice stays consistent. That's not a criticism of the move, just an acknowledgment that growing pains are real even at small scale. Supergiant Games kept their team deliberately tight for years before expanding, and managing that process thoughtfully is part of why their output has been so consistent.

There's also the question of what Tour De Pizza is building toward. A Pizza Tower follow-up? Something new entirely? They haven't said publicly, and that's fine — studios don't owe announcements on a schedule. But the hiring itself suggests there's a project with enough scope to justify more hands. That's the part worth watching.

The Uncomfortable Irony in the Room

It would be reductive to frame this as 'small good, big bad' — plenty of large studios make extraordinary work, and plenty of indie developers burn out or miss. But when developers with decades of accumulated talent and institutional knowledge are being let go across the industry at scale, and simultaneously a two-person team is in a position to hire at one of Europe's biggest gaming expos, it raises legitimate questions about structural incentives.

The studios shedding staff aren't all making bad games. Many of them are caught between publisher pressure, rising engine and licensing costs, and an audience whose spending habits shifted faster than budgets could adjust. Tour De Pizza avoided most of that by staying small and shipping a complete, polished product without the overhead. Whether that model scales — or whether it only works once — is something the industry will be watching, even if it isn't saying so out loud.

For now, Tour De Pizza is hiring. In a week of industry news that has been mostly grim, that's a concrete data point in a different direction — not a solution, not a trend, just one studio that made something people loved and is now, quietly, trying to make something else.

Reader Q&A

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Reader comments

DR
Damian Roth2026-06-11
I don't want to rain on this, but 'two-person team hiring' reads very differently depending on what roles they're filling and whether it's full-time salaried or contractor work. The contrast with the layoff wave is real, but the article frames it as almost symbolic without digging into what exactly Tour De Pizza is building next. Pizza Tower was lightning in a bottle — does expansion help that or dilute it?
FP
Farouk Patton2026-06-11
Only recently played Pizza Tower and had no idea the whole thing was made by two people. Genuinely assumed it was at least a mid-sized indie team given how polished the animation is. Hiring at Gamescom while half the industry is contracting is a weird but kind of hopeful data point to stumble across.
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Nia Romanov2026-06-11
Tour De Pizza going from literally two people to actively recruiting at Gamescom is wild to watch in real time.
CI
Catalina Iyer2026-06-11
The framing of this as a 'small story, numerically' is doing a lot of work and I think it's the right call — the piece doesn't oversell it into some redemption narrative, which other outlets definitely would. What I keep thinking about is the structural reason Pizza Tower could reach this position: no publisher overhead, no live-service mandate, just a game that sold on word of mouth because Peppino's movement system was genuinely unlike anything else in the genre. The hiring announcement almost makes more sense as a signal that the model worked than as a counterpoint to AAA layoffs, which operate on entirely different economic logic. Curious whether the article has any follow-up on what kind of role they posted for.