The Big Split: How Embracer Group Divided Its Empire
The video game industry has seen its fair share of mergers and acquisitions over the past decade, but the embracer group split stands out as a rare reverse course. After years of aggressive consolidation that swallowed dozens of studios and major intellectual properties—including the precious Lord of the Rings and Tomb Raider franchises—Embracer Group is now cutting itself in two. In early 2025, the company announced that it would spin off a separate publicly listed entity called Fellowship Entertainment, leaving behind a leaner but still substantial company that retains THQ Nordic, Limited Run Games, and many other assets. For anyone following the industry’s ups and downs, this restructuring carries major implications for some of the most beloved game series in existence.

Fellowship Entertainment: The Lord of the Rings and Tomb Raider Powerhouse
The newly formed Fellowship Entertainment inherits eleven studios and a vault of iconic franchises. Among the studios moving to Fellowship are 4A Games (creators of the Metro series), Crystal Dynamics (the long-time stewards of Tomb Raider), and Middle-earth Enterprises (which controls the rights to The Lord of the Rings and The Hobbit in games and other media). Also joining are Warhorse Studios (Kingdom Come: Deliverance), Eidos-Montréal (Deus Ex), and Dambuster Studios (Dead Island 2). The full list includes Dark Horse Media, Fishlabs, Flying Wild Hog, Gunfire Games, and Redoctane Games.
Fellowship will own properties such as Darksiders, Dead Island, Kingdom Come: Deliverance, Metro, Remnant, and a dozen more. But its crown jewels are undeniably the Tolkien-related franchises and the Tomb Raider series. By carving out this division, Embracer aims to create a dedicated, IP-led entertainment company that can license out these worlds while also developing its own games and media projects. The corporate language about capturing “enduring momentum” aside, the move gives these beloved brands a potentially more focused home.
The Remaining Embracer: THQ Nordic, SpongeBob, and a Diverse Portfolio
What remains after the embracer group split is still a formidable collection of studios and labels. The continuing entity keeps THQ Nordic, which alone has 35 internal subsidiaries working on games. It also retains Aspyr, Beamdog, CrazyLabs, Deca, Demiurge, DPI Merchandising, Limited Run Games, Milestone, PLAION Partners, PLAION Pictures, Tripwire Interactive, and Vertigo Games. These groups have produced and published hits like Destroy All Humans!, Gothic, Killing Floor, Kingdom of Amalur, MX vs. ATV, Wreckfest, Hot Wheels Unleashed, and the ever-popular SpongeBob SquarePants titles.
For fans who worried that the embracer group split might leave some franchises stranded, the reality is more nuanced. The remaining Embracer already has a strong line-up of mid-tier and niche games. It also owns the Unreal Engine–powered survival shooter REANIMAL and the cult classic Titan Quest. Both sides of the split have enough depth to make their own mark, though their strategies will differ significantly.
What This Means for Iconic Franchises
Legacy of Kain, Deus Ex, and Saints Row – A New Hope?
Perhaps the most tantalising detail from CEO Lars Wingefors’ open letter is that the company will be “more actively exploring external partnerships” around several dormant series. These include Saints Row, Legacy of Kain, Deus Ex, Red Faction, The Mask, Thief, and TimeSplitters. The phrasing suggests that Embracer does not intend to let these IPs gather dust unproductively. Instead, they plan to license them to third-party developers and publishers who might breathe new life into the franchises.
We’ve already seen early attempts: Legacy of Kain received definitive remasters of Soul Reaver and Defiance, alongside a new installment called Ascendance that many fans found lacklustre. Deus Ex got a remaster that was so heavily mocked for low-effort upscaling that it was indefinitely delayed. These mixed outcomes highlight the challenge: simply reviving a classic name is not enough. The quality and vision must match the legacy. External partners may avoid the same pitfalls if given proper creative freedom and budget.
The Mixed Track Record of Revivals
Embracer’s history with revivals is a bit of a mixed record. On one hand, THQ Nordic successfully brought back Destroy All Humans! with a well-received remake. On the other hand, the Saints Row reboot in 2022 was widely criticised for losing the series’ edge, and the Deus Ex remaster fiasco showed that fans have little patience for half-hearted efforts. The embracer group split could actually help by allowing Fellowship to focus on its flagship IPs while the remaining Embracer takes a more aggressive licensing approach for the rest. If external studios with proven passion for a franchise—say, a team like Nightdive Studios for Thief or a reputable indie for TimeSplitters—are given the chance, we might see true resurrections.
One hypothetical scenario: imagine a dedicated studio like Larian (Baldur’s Gate 3) licensing the Thief IP. The immersive sim genre is ripe for a comeback, and a developer with a track record of respecting legacy while innovating could deliver exactly what fans want. That kind of outcome is the dream behind Wingefors’ new strategy.
The Strategic Rationale Behind the Embracer Group Split
Why Wingefors Believes Separation Unlocks Value
Lars Wingefors made clear that the separation is designed to “increase management focus” and “accelerate value creation.” In his shareholder letter, he argued that the two businesses have different growth profiles and investment needs. Fellowship, with its blockbuster IPs, can attract different types of investors—those more interested in entertainment brands spanning film, TV, and games. The remaining Embracer, with its more diversified portfolio of mid-market titles and mobile gaming (via CrazyLabs and Deca), may appeal to investors seeking steady returns from a broader base.
The move also resolves a structural tension that has plagued the conglomerate. After a $2 billion mystery deal collapsed in 2023, Embracer was forced into layoffs, studio closures, and asset sales. Splitting the company allows each half to pursue its own capital-raising strategies without the other weighing it down. This is a classic corporate bifurcation play: if the parts are worth more than the whole, break them apart.
Challenges of the Conglomerate Model
The embracer group split implicitly acknowledges that the old strategy of buying everything in sight had limits. Conglomerates often suffer from bureaucracy, misaligned incentives, and a lack of focus. A small studio making a niche motorcycle racing game has little in common with a studio making a AAA Tomb Raider title. Under one roof, the management attention and resources are spread thin. By separating, both entities can tailor their budgets, release schedules, and marketing strategies to their specific audiences.
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There is, of course, a risk that the split could lead to duplication of overhead—two corporate offices, two sets of legal teams, two investor relations departments. But the hope is that the increased agility outweighs the extra cost. For investors, the question becomes whether the sum of the two separate companies will indeed trade at a higher combined valuation than the old unified Embracer.
How the Split Affects Different Audiences
For Gamers: More Focused Releases or More Fragmentation?
Players wondering “what does the embracer group split mean for my favourite games?” have reasons for both optimism and caution. Fellowship Entertainment’s dedicated focus on its top-tier IPs could lead to higher-quality Lord of the Rings and Tomb Raider games. With a single mission—to be the best steward of those brands—the new company may prioritise long-term hits over rushed releases. Conversely, the remaining Embracer might adopt a volume-oriented approach, licensing out many properties to external teams. That could result in a flood of smaller, riskier titles, some excellent and some forgettable.
For fans of Crystal Dynamics’ work, the split likely means the studio will continue developing Tomb Raider entries under Fellowship. But what about a revival of Legacy of Kain? That now falls under the “external partnerships” category, meaning a third party could take the reins. The uncertainty may frustrate loyalists, but it also opens the door for unexpected collaborations.
For Investors: Two Stocks, Two Destinies
When the split is complete, shareholders in the current Embracer will receive shares in both new companies. This creates a natural arbitrage opportunity: investors can decide which side they believe has more growth potential. Fellowship, with its blockbuster IPs, might attract higher multiples if it can deliver a hit Lord of the Rings game. The remaining Embracer, with its steady stream of mid-tier releases and strong licensing revenue, could be seen as a reliable dividend play. The embracer group split essentially forces the market to price each division more accurately.
For Developers: Stability or Uncertainty?
Game developers working at studios included in the split face an immediate period of adjustment. Leadership teams may change, reporting structures may shift, and budgets may be reallocated. For those at the Fellowship studios, the narrative is promising: they are part of a “focused IP-led company” with high-profile projects. For developers at the remaining Embracer, the message is more mixed—their parent company plans to license out many IPs externally, which could reduce the number of internal projects. However, the licensing model could also mean more third-party work coming in to keep studios busy.
One concrete challenge is the fate of the “external partnerships” for fumbled IPs like Saints Row. A developer who poured years into the reboot might feel demoralised seeing the brand handed to an outsider. But for a new team, it could be an exciting opportunity to reboot the franchise properly.
What Comes Next?
The embracer group split is still unfolding, with legal and regulatory steps required before the new entity begins trading. Shareholders will vote on the proposal, and the exact timeline remains unclear. In the meantime, fans of Deus Ex, Legacy of Kain, and Thief can watch for license announcements with nervous anticipation. Will a capable studio step up to bring those worlds back? Or will the IPs remain in limbo? The answer depends on how aggressively the remaining Embracer pursues its partnership strategy. For now, the industry watches as one of the most dramatic restructurings in gaming history takes shape.






