Ubisoft has reportedly slashed the scale of its next Ghost Recon game after internal trouble left the project in rough shape and pushed the company to chase a release window running from April 2027 to March 2028. The game, known internally as Project Ovr, is said to have failed its internal alpha, with many features cut and the remaining team bracing for a brutal stretch of overtime.
If that sounds familiar, it should. Big publishers routinely trim ambitions when schedules start biting back, and shooter projects are especially prone to this kind of late-stage diet. The difference here is that the reported cuts sound less like polish and more like triage.
Project Ovr is said to be in bad shape
According to the report, the internal alpha was so shaky that outside intervention followed: Bruno Galet, Jean-Baptiste Duval, and Julien Sansalone were brought in to help steady development. But even with more senior hands on deck, the day-to-day work apparently did not improve much, which is a worrying sign for a franchise that Ubisoft would clearly prefer to keep reliable rather than experimental.
The source describes the game as ”unstable” and in ”terrible condition”, and pins the mess on unrealistic deadlines, poor planning, and management. That combination tends to produce the same outcome every time: fewer ambitions, more fire drills, and a lot of developers wondering why the calendar is acting like a hostile executive.
What has been cut from Ghost Recon
Insiders say the scope reduction was significant, with features ranging from small touches to major systems removed from the project. Ubisoft is apparently trying to make the schedule rather than rethink it, which is often the less glamorous path and the more expensive one in human terms.
- Internal codename: Project Ovr
- Reported release window: April 2027 to March 2028
- Public beta expected in November
- Reported outcome: major feature cuts after a failed alpha
The real risk is the team, not the timetable
The most telling detail is not the beta or the launch window; it is the fear of prolonged crunch inside the team. Recent layoffs have already left fewer people doing more work, and that is exactly how publishers end up burning through talent while pretending the problem is just scheduling. Ubisoft is far from alone here – the industry has spent years trying to unlearn this playbook, often without much success.
The next few months should make it clear whether Project Ovr is being rescued or merely being compressed into something shippable. If the public beta in November goes badly, expect more cuts, more delays, or both.

