Wired framed Cyan’s struggle to fund Anglerfish as proof that nobody can afford to make “Myst games” anymore. The article’s core claim is really narrower: publisher appetite for mid-budget games has cratered as easy money disappeared, discovery on Steam got harder, and investors now prefer either very small indie bets or huge franchises. That part largely held up. People kept coming back to the same market shape. A solo or tiny team can still ship something in the Myst orbit. A giant publisher can still bankroll a blockbuster. The ugly zone is the middle, where a studio wants a few million dollars, a modest team, and enough production value to avoid looking cheap but not enough scale to look like a breakout hit.
What the comments added is that this is not mainly about whether a Myst-like is technically possible. Modern tools make that more achievable than ever. It is about financing model, scope, and audience.
Blue Prince did not disprove the article so much as expose its sloppy framing. It was self-funded over many years, then brought in help late for polish and launch. That is a completely different risk profile from asking a publisher to write a large check up front for a veteran studio on a shorter schedule. Several people also said the piece quietly swaps “Myst-like puzzle game” for “a Cyan production at Cyan’s preferred scale.” Those are not the same thing. Smaller studios have made credible successors like Quern and Dimhaven. Cyan’s own recent record, especially
Firmament, looks more like a studio-specific trust and execution problem than a genre-wide impossibility.
There was also a blunt reassessment of Myst itself. Its original success came from a market that was starved for multimedia spectacle, where
CD-ROM bundling, low competition, and player patience mattered as much as puzzle design. That does not transfer cleanly to 2026. Modern players have far more alternatives, expect smoother onboarding, and often want richer systems or social play. Myst still matters as a landmark, but more as a product of its moment than a blueprint you can just reissue with better graphics. The practical consensus was that mid-budget game funding is genuinely rough, but “no one can afford Myst anymore” is too dramatic. The real problem is that the old pitch of a premium, slow, visually rich puzzle adventure from a midsize studio no longer looks like an attractive bet unless the team can already show unusual traction, absorb long development time, or build far leaner than Cyan seems able to.