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Destiny Isn’t Dead. But Can Bungie Afford to Keep It Alive?

Three months ago, if you’d asked this community to describe the state of Destiny, most people would have reached for funeral language. Destiny 2 was being sunset. Hundreds of people had been laid off, and a lot of the names that built this franchise were gone.

Then, last week, Bungie’s new studio head, Poria Torkan, sat in front of a camera and said the one sentence nobody expected to hear again: we are not done with Destiny.

Jason Schreier at Bloomberg, the reporter who has broken more Bungie stories than anyone, has just weighed in on that announcement in his latest video. Buried in a roundup of Blizzard, Xbox, and Kojima news are a handful of details about Bungie’s past and Destiny’s future that every Guardian should hear. Details about a Destiny 3 that was never really being made. About a project called Payback, meant to replace it. And about why Destiny might be the most impossible game in the industry to build.

I want to pull those threads together today. The Content Vault and Destiny’s audience problem were always the same problem. And unvaulting might be the cheapest answer Bungie has ever found to its most expensive question.

Let’s start with exactly what was said.

In a video and a blog post titled The Next Chapter for Bungie, Poria Torkan and Josh Deane, Bungie’s head of product and general manager of Marathon, opened with something close to an apology. They acknowledged that the studio had lost its players’ trust. Then came the headline. Bungie is beginning the work of bringing vaulted Destiny 2 campaigns, destinations and raids back into the game, available to every player. Deane went further than any Bungie executive has gone in six years. He described that content as something that never should have been taken away in the first place.

Now, here’s what it isn’t. There’s no timeline. Bungie is clear that this isn’t a switch it can flip. Destiny 2 has changed so much since Beyond Light that lighting, encounters, combatants and underlying systems all have to be rebuilt for every piece that comes back. Jason’s read is that this isn’t a return to regular Destiny 2 updates. Bungie calls the restoration a first step toward new stories and new games, but it hasn’t named a single one. Nobody at Bungie has said the words Destiny 3.

To understand why this is important, you have to go back to November 2020.

Beyond Light launched alongside a new generation of consoles, and Bungie cut an enormous portion of Destiny 2. Io, Titan, Mercury, Mars and the Leviathan. Entire campaigns. Raids. Strikes. The reason given was technical: the game had grown too big to maintain. And the promise was that the Vault would rotate, not become a graveyard. Content would cycle back, year after year.

Some of it did. The Cosmodrome came back. Vault of Glass came back. And then the rotation stopped. Most of what went into the vault in 2020 never came out.

Destiny 2 stopped being a game you could start at the beginning. The Red War, the story that introduced Ghaul, set the Last City on fire and gave your Guardian a reason to matter, was gone. The Forsaken campaign, the death of Cayde-6, the moment the whole saga turned, was gone. A new player arriving in 2022 or 2023 walked into the middle of a ten-year story with the first chapters torn out.

According to Schreier, Destiny 3 was not in development when Bungie announced that Destiny 2 was being sunset, and it wasn’t anywhere close. But it was never off the table as a conversation either. He describes it as something that simmered for years, resurfacing in leadership meetings and staff meetings, pitched in different forms by different people. He imagines there were presentations exploring what a Destiny 3 looks like at six hundred million dollars, at three hundred million, at a hundred million.

That number is the first barrier. Schreier puts the realistic cost of a Destiny 3 that actually justifies the three at somewhere between five and six hundred million dollars. That’s a budget in the same conversation as the most expensive games ever made, for a studio that has just been through round after round of layoffs.

The second barrier is the one I find far more revealing. The question inside Bungie wasn’t only whether it could afford a Destiny 3. It was whether Destiny 3 would bring in new players at all, or move the existing Destiny 2 audience into a new box. A six-hundred-million-dollar sequel that sells to the same people who already own the last game isn’t growth. It’s a very expensive migration.

Which brings us to Payback.

Schreier reports that Payback was run by Luke Smith and Mark Noseworthy, the two people who effectively steered the Destiny franchise, and that it was intended to be the future of Destiny. It might have been called Destiny 3. But it wasn’t a traditional sequel. It was more hero-focused. Instead of playing only as your own Guardian, you’d play as different characters from across the Destiny universe. Similar to what we have seen with the mobile game Destiny Rising.

Payback was built to reach younger players and new audiences, people who weren’t already deep inside the Destiny universe. According to Schreier, the average age of Destiny players kept climbing over the years. The game never did a good job of bringing in newcomers, and once content was vaulted, the story became nearly unapproachable for anyone who hadn’t lived through it.

Payback was cancelled in the summer of 2024, shortly after The Final Shape shipped. Bungie released the best expansion in its history and, in the same breath, shelved the game that was supposed to come next.

Bungie had an audience problem: an ageing player base and almost no front door for new players. Its answer was a brand-new game. First Payback, then a Destiny 3 that kept getting pitched and never got made, at a potential cost of hundreds of millions of dollars. A huge part of that audience problem came from a decision Bungie made in 2020, when it removed the beginning of the story.

That’s why this announcement is more significant than it looks. Unvaulting isn’t just nostalgia for veterans who want to run Leviathan one more time, although, yes, please. It’s Bungie rebuilding the on-ramp it tore out. A complete Destiny 2, with the Red War, Curse of Osiris, Warmind, Forsaken and everything that followed, is a ten-year saga you can actually start from the beginning. That is the new-player problem Payback was meant to solve, addressed inside a game Bungie already owns, in an engine its teams already know.

It isn’t free. Rebuilding lighting, encounters and combatants across years of content is real work, and Bungie has told us it will take time. But it costs a fraction of six hundred million dollars. And for the first time in years, Bungie’s plan for Destiny looks like it matches the resources Bungie actually has.

Jason closed his segment with a point I want to spend a minute on, because a lot of players underestimate it. There’s a reason so many studios have tried to clone Destiny and failed. In his words, it’s an impossible game to make.

Think about what Destiny demands. It’s a PvE game and a PvP game at the same time, and every weapon has to work across both. It runs on bespoke content- missions, dungeons and raids- that takes months or years to build and that players will clear in a week before asking for the next thing. It has to look incredible, which means enormous art teams. And for years, Bungie’s own tools and technology fought against it.

Then there’s geography. Bungie is based in Bellevue, just outside Seattle, one of the most expensive places in the world to make games. It competes for engineers with Microsoft and Amazon, and that pushes salaries through the roof.

Put all of that together, and Schreier calls it a miracle that Destiny happened at all, let alone that it lasted this long. I agree. And it reframes the unvault announcement one more time. If building new Destiny at the old scale is close to impossible for the Bungie of 2026, then protecting and restoring the Destiny that already exists is the only rational move on the board.

The Destiny community has heard promises from Bungie before. In 2020, the vault was supposed to rotate. It didn’t. So here’s what I’ll be watching.

First, a timeline. Bungie says more details are coming in the months ahead. Until a first destination or raid has a date attached, this is intent, not delivery.

Second, the people. As Jason points out, many of the people who were pivotal to Destiny’s creation are no longer at the studio. Restoring old content is technical work, but it’s also institutional memory, and some of the knowledge of how those spaces were built has walked out the door.

Third, what new stories and new games actually mean. The unvault buys goodwill and gives new players a front door. What sits behind that door in two or three years is the question that decides whether this franchise has a future, or just a very well-preserved past.

Jason says he has more reporting on Destiny and Bungie coming over the next few months. When it lands, I’ll break it down right here.

Three months ago, people were writing Bungie’s obituary. Right now it looks more like a studio finally being realistic about what it can build, and starting by giving back what it never should have taken away. Whether that’s a turning point or just another promise comes down to one moment: the day the first vaulted raid goes live.

So tell me in the comments. If Bungie can only bring back one thing first, what should it be? The Red War campaign for new players, or Leviathan for the veterans? I’ll see you in the next one.

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