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vs-the-world / Flosium

Battle pass induced amnesia

The current discourse keeps acting like the battle pass model is a force of nature. It is not. It is a choice. Several publishers are demonstrating it can be unmade. Most of the audience is not paying attention.

Apr 19, 2026 / 2 min read

The current discourse around competitive gaming keeps acting like the battle pass model is a force of nature. As if it descended from the sky in 2017 and now must be respected like weather. It is not weather. It is a choice. Several publishers right now are demonstrating, with shipping product, that the choice can be unmade. Most of the audience is not paying attention.

Helldivers 2 ran a non-rotating store and a non-FOMO unlock model. The audience showed up. The audience stayed. The audience would have stayed longer if Sony had not engineered a self-inflicted PR collapse over account linking, which is a different argument entirely.

Deep Rock Galactic has been operating without a battle pass at all for years. It has run a steady audience of players who renew because the loop is good and because the developer respects their time. The "season" content is free. The cosmetics are earned. The studio is profitable.

Old School RuneScape has run on a flat subscription with no battle pass for over a decade. It is bigger than most contemporaneous live service games at this point.

These are not exotic counterexamples. These are working studios shipping working products. The fact that the dominant industry conversation treats the battle pass as inevitable is the conversation, not the data.

Here is the structural problem. The audience that grew up after 2017 has been trained on a specific kind of progression timer. The timer says: log in this week or lose value. That training has produced players who genuinely cannot tell the difference between a game they enjoy and a game whose absence makes them anxious. The two feel the same from the inside. They are not the same.

When you ask a player whether they are enjoying their current battle pass grind, you get one answer. When you ask the same player whether they would still be playing the game if the timer pressure were removed, you get a longer answer with more pauses in it.

I will say what should not be controversial. The battle pass model is a tax on attention that the industry has trained players to pay. It is not the only model. The only-model framing is the marketing. The marketing has worked.

The publishers shipping non-FOMO live service product right now are betting that there is a population of players who are tired of being treated as attention-extraction surfaces. They are correct that the population exists. The open question is whether it is large enough to support multiple titles or whether it concentrates on a few standouts.

I do not have a forecast on the size question. I do have a forecast on the industry's response. If a non-FOMO title outperforms expectations through 2026 and 2027, the established publishers will respond by adding non-FOMO marketing to their FOMO products. They will not change the products. They will change the marketing about the products. The model will continue. The audience that has been paying the attention tax will continue paying it.

Here is the verdict. Stop treating the battle pass as inevitable. It is not. The publishers shipping alternatives right now are showing you the alternatives. The fact that you are still buying the inevitable framing is the part you control.