Rocksteady Studios Unveils Suicide Squad: Kill the Justice League for 2022

Villains hunting heroes across Metropolis
Rocksteady's new game inverts the DC universe, putting players in control of supervillains tasked with eliminating the Justice League.

At the crossroads of creative reinvention and institutional reckoning, Rocksteady Studios emerged from DC FanDome in August 2021 with a bold inversion of its own legacy: a game in which the villains hunt the heroes, and the studio that built its name on Batman now bets its future on his enemies. Suicide Squad: Kill the Justice League represents not merely a new title but a philosophical pivot — from the solitary moral clarity of the Dark Knight to the chaotic, collaborative ambiguity of the Squad. The announcement arrived shadowed by workplace allegations, reminding observers that the worlds we build in fiction are always constructed by people navigating very human struggles.

  • Rocksteady abandons the formula that made it legendary, trading nearly a decade of Batman stewardship for a radical villain-led reinvention set to arrive in 2022.
  • The studio's reveal at DC FanDome generated immediate tension — fans accustomed to playing heroes must now reckon with hunting down Superman and Batman as the objective, not the ideal.
  • A flexible solo/co-op structure attempts to resolve the perennial conflict between single-player immersion and multiplayer demand, letting AI or friends fill squad roles interchangeably.
  • Days before the announcement, a Guardian investigation into sexual harassment at the studio fractured the celebratory moment, with employees themselves divided over how the allegations were characterized.
  • The game is positioned across PC, PS5, and Xbox Series X — a multiplatform ambition that signals Rocksteady is wagering heavily on this new direction landing with a wide audience.

At DC FanDome in August 2021, Rocksteady Studios unveiled Suicide Squad: Kill the Justice League — a game that deliberately inverts everything the studio built its reputation on. Rather than guiding the world's greatest heroes, players inhabit its most notorious villains: Harley Quinn, Deadshot, King Shark, and Captain Boomerang, tasked with hunting down the Justice League across Metropolis.

The announcement carried the weight of a genuine creative gamble. For nearly a decade, Rocksteady had defined superhero gaming through the Batman: Arkham series — four titles released between 2009 and 2016, with Arkham City still widely considered among the finest games ever made. Suicide Squad signals a deliberate departure from that legacy, not an extension of it.

The game's design reflects an attempt to serve multiple audiences at once. Solo players receive AI-controlled squadmates and the freedom to switch between characters; when friends join online, they step into those roles seamlessly. It's an architecture built to make the team experience feel complete regardless of how many people are at the table.

The reveal, however, arrived in complicated company. Just before DC FanDome, The Guardian published allegations of sexual harassment within the studio, citing a letter signed by ten women. Rocksteady stated it had acted swiftly, but the story fractured when seven of those same employees pushed back against the report's framing — leaving the full picture unresolved.

Scheduled for 2022 on PC, PlayStation 5, and Xbox Series X, the game represents Rocksteady's largest platform ambition yet — a studio betting that players are ready to experience the DC universe from the other side of the moral ledger.

At DC FanDome in August 2021, Rocksteady Studios pulled back the curtain on its next major project: Suicide Squad: Kill the Justice League, a game that flips the studio's entire DC universe on its head. Instead of playing as the world's greatest heroes, you're stepping into the shoes of its most notorious villains—Harley Quinn, Deadshot, King Shark, and Captain Boomerang—and your mission is to hunt down and eliminate the Justice League itself, from Superman to Batman, across the sprawling city of Metropolis.

The reveal came with a trailer featuring Will Arnett, the voice of Lego Batman, helping introduce the concept to fans. What struck many observers was how deliberately Rocksteady had chosen to move away from the formula that made it famous. For nearly a decade, the studio had owned the Batman: Arkham universe, delivering four games between 2009 and 2016 that defined how superhero action games could feel. Arkham Asylum and Arkham City became instant classics, with the latter still regarded by fans and critics as one of the finest games ever made. Even Arkham Knight, despite mixed reviews and a notoriously troubled PC port, represented the culmination of that vision. Arkham VR, their venture into first-person perspective, landed poorly with audiences.

With Suicide Squad, Rocksteady was signaling something different entirely. The game supports both solo play and four-player online co-op, with a clever design choice built in: if you're playing alone, AI-controlled teammates fill out your squad, and you can swap between characters at will. When friends join online, they take over those bot roles, creating a seamless transition between single-player and multiplayer. It's a structure designed to let players experience the full team dynamic however they prefer.

The announcement itself had been carefully orchestrated. Rocksteady first confirmed it was working on a Suicide Squad game in early August, then revealed the full title a week later as part of the DC FanDome programming. Speculation had circulated that the game might draw inspiration from the six-issue DC Comics limited series Justice League vs. Suicide Squad, though the studio's official reveal didn't confirm that connection. What was clear was that Rocksteady, owned by Warner Bros. Interactive Entertainment and operating under the WarnerMedia umbrella alongside DC Comics, had secured the freedom to take the DC universe in a radically different direction.

The timing of the announcement, however, was complicated by other news. Just days before DC FanDome, The Guardian published an investigation revealing that Rocksteady had faced serious workplace culture issues. Ten women had signed a letter to studio leadership detailing sexual harassment and inappropriate behavior, allegations the studio said it had addressed with "firm measures" and "immediately." The narrative fractured further when seven of those ten employees subsequently issued their own statement, pushing back against what they characterized as an unfair portrayal in the Guardian's reporting.

Suicide Squad: Kill the Justice League was scheduled to arrive in 2022 across PC, PlayStation 5, and Xbox Series X—a multiplatform release that signaled the scale of Rocksteady's ambitions for the project. Whether the game would prove to be a successful reinvention or a misstep remained to be seen, but the studio was clearly betting that players were ready to see the DC universe from the villains' perspective.

Rocksteady claimed it had 'immediately' taken 'firm measures' in response to workplace harassment allegations
— Rocksteady Studios statement
Seven of ten female employees who initially signed a complaint letter later stated that The Guardian's report was not a 'fair representation'
— Rocksteady employees
The Hearth Conversation Another angle on the story
Inventor

Why did Rocksteady decide to step away from Batman entirely? They'd built something genuinely special with the Arkham games.

Model

The Batman formula had run its course for them. Three acclaimed games, one that didn't land, and a VR experiment that fell flat. You can only tell so many stories in Gotham before you need to look elsewhere.

Inventor

But Suicide Squad is still DC. Why not create something entirely original?

Model

Warner Bros. owns DC, and Rocksteady is part of that ecosystem now. There's probably a business logic to staying within the universe while doing something tonally and mechanically different. Villains fighting heroes is a fresh angle.

Inventor

The co-op structure seems deliberately designed to work solo or with friends. Is that just accessibility, or something deeper?

Model

It's both. It lets you experience the story at your own pace, but it also means the game doesn't feel broken or lonely if you play alone. The bots aren't a compromise—they're part of the design.

Inventor

And then the workplace allegations hit right as they're trying to launch this thing. That's brutal timing.

Model

It is. Though some of the women involved disputed the characterization. That complexity—the fact that even the accusers disagreed on how their own story was being told—that's the real mess. It doesn't erase anything, but it complicates the narrative.

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