For years, they were a key reference in the history of video games in Spain. MercurySteam achieved something unusual: programming high-budget games from such beloved classic franchises as ‘Castlevania’ and Metroid from its country of origin. Its international expansion ambitions shone from the studio’s first steps, but have been overshadowed in recent years by complaints from former studio employees who denounce a suffocating work environment and a policy of crunches to meet deadlines. We review the history of MercurySteam from its glorious first steps to the latest revelations about its work dynamics, and that says our colleague Blissy in 3DJuegos.
Twenty-something years of ambition. MercurySteam was born in 2002 in San Sebastián de los Reyes, formed by several former members of Rebel Act Studios, creators of an absolutely foundational game in the history of Spanish soft music: ‘Blade: The Edge of Darkness‘, precursor of the soulslike very advanced technology for its time. Determined to demonstrate that our country could compete in the international video game league, they started with a couple of modest but notable titles: ‘American McGee presents: Scrapland’ and ‘Clive Barker’s Jericho’.
The Castlevania phenomenon. The real turning point for MercurySteam came with ‘Castlevania: Lords of Shadow’ in 2010, a 3D reformulation of the classic Konami franchise that was born as a stand-alone game and was later adapted to fit into the legendary vampire slayer saga. It was produced with the help of Hideo Kojima and for months its affiliation to the saga was hidden so as not to damage sales of other installments in development. After considerable commercial and sales success, the studio completed the trilogy with ‘Mirror of Fate’ (2013) and ‘Lords of Shadow 2’ (2014), establishing itself as a triple-A developer.
A parenthesis. After Castlevania, the studio went through a transition phase. In 2017 they released the ambitious ‘Raiders of the Broken Planet’ (later renamed ‘Spacelords’), a shooter cooperative free-to-play with which they entered the model games as a service. The result was a more discreet success than their previous works, and MercurySteam had to consider a new twist in their plans. This would arrive with a twist similar to that of ‘Castlevania’: revitalize a classic franchise.
In 2015 it was learned that MercurySteam had been working on a ‘Metroid’ prototype for Wii U and 3DS. It was not a job in vain: it ended up crystallizing in ‘Metroid: Samus Returns’ (2017) for 3DS, a very well-received remake of the classic ‘Metroid II’. This collaboration with Nintendo progressed into a completely original game, the brilliant ‘Metroid Dread‘ (2021), one of the best games in the Switch catalog, and which marked the long-awaited return of the saga to the 2D perspective after almost two decades.
Since then, there have been changes in the studio: the Nordisk Games group acquired 40% of the studiowhich allowed the team to continue growing and tackle new projects. And they have even released a new video game this year, ‘Blades of Fire‘, a third-person RPG that was received with indifference by critics and did not meet sales expectations. It was this puncture that started, since January 2025, a series of measures that have turned MercurySteam, according to former employees interviewed by 3DJuegos, into an example of bad professional practices.
In fact, the crisis started somewhat earlier: Already in 2020 MercurySteam had problems. Culture contrary to teleworking, offices with conditioning problems (for example, with very little lighting), poor internal communication, chaotic production and uncredited developers. Everything got radically worse in January 2025, when the company implemented the DIJ (Irregular Distribution of the Day) in some departments, allowing one hour of extra work per day (9 hours, maximum 45 per week), justified by “production needs.”
In May, the month of the game’s release, several departments saw their working hours increased to 10 hours a day in total, a change that was managed in a highly criticized manner by employees. Among other problems, communication was always verbal, never in writing; Human Resources presented these hours as mandatory; there was constant appeal to the emotional and the “team spirit”; Teleworking and vacations were banned; and names were taken of those who rejected the measures. On May 8, two workers are fired just before the end of their trial period, one for refusing to work overtime (due to his partner’s risky pregnancy) and another for asking for written explanations.
It would only be the beginning: after the failure of ‘Blades of Fire’, fires 18 workers in three days. One of them, a worker on mental health leave who suffered harassment from her boss while on leave, is fired when she returns. Although he thought about suing, he ended up withdrawing the lawsuit out of fear after threats from the company. In September, MercurySteam begins a phase of control and censorship of its employees, where all non-work communication channels are eliminated, “random audits” are announced, rest areas are eliminated, common spaces are reduced, and clocking turnstiles are installed in the kitchen. An entire policy of terror that continues until September 29, when makes the complaint public describing all these facts.
Apart from a suspicious maneuver (an anonymous statement, supposedly from workers, but none of those interviewed by 3DJuegos know where it comes from), MercurySteam has implemented the 9 hours of the DIJ intermittently and tries to wash its image with job offers that They paint a much more positive atmosphere. But the worst thing is that there is a “sad and overwhelming” atmosphere in the company because, as one of the witnesses says, “the best thing Mercury had was the atmosphere… they are destroying the only good thing about the company.” A sad parenthesis for a company that was a leader in the sector and is going through a major image crisis due to something as essential as not knowing how to manage a crisis.
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