The History of the Deus Ex Series in Dates

1994

Warren Spector develops the concept of the game Troubleshooter, but the project is not approved by ORIGIN [source]. The player was to take the role of Jake Shooter, a former police officer/CIA agent who becomes a mercenary, carrying out various missions for politicians, police, or businessmen. Missions were to include hostage rescues, bomb defusals, etc. Before each mission, the player would receive maps and photos of the locations. During missions, communication with NPCs and gathering additional intel was planned. In hindsight, Warren admitted that the game was not feasible with the technical capabilities of the time.


1996

August 8 – John Romero leaves id Software and founds a new studio called Dream Design [source]

October 22 – The studio is renamed ION Storm [source]

November 15 – Formal establishment of ION Storm


1997

January 14 – ION Storm Dallas signs a deal with Eidos Interactive to develop three games: a strategy game, an action/adventure, and an RPG [source], and obtains rights to publish studio titles for the next ten years [source]

September 4 – Warren Spector opens the Austin branch of ION Storm to develop an FPP RPG [source]. Core team includes Steve Powers, Chriss Norden, and Albert Yarusso.


1998

February 10 – ION Storm Austin licenses the Unreal Engine from Epic Megagames for Spector’s new game project titled Shooter [source]

March 1 – Production on Deus Ex begins [Deus Ex script v. 13.12]

April 22 – Final project name revealed: Deus Ex [source]

May 11 – First demo prepared [Deus Ex script v. 13.12]. At E3, Spector and Norden show early versions of Hong Kong and White House maps in closed journalist sessions.

May – Eidos Interactive buys 19% of ION Storm for $12.5 million. Developer share of game sales is reduced from 40% to 25% due to production delays in Dallas.

July 7 – ION Storm buys the domain www.deusex.com and posts an early game logo.

August 27 – First concept sketch of Deus Ex appears on ION Storm’s website, showing JC Denton.

September 4 – Second Deus Ex demo prepared for ECTS. Features real UI, better AI, dialogue lines, map prototypes from each designer, and a White House-like mission [Deus Ex script v. 13.12]

October 5 – ION Storm launches a discussion forum [source]

November 23 – Alpha 1 developed with a prototype map and all systems in demo form [Deus Ex script v. 13.12]


1999

January 8 – First screenshot of Deus Ex published in ION Storm Daily Informant, showing the Joss Temple in Hong Kong [source]

April 8 – Alpha 2 developed with two playable missions [Deus Ex script v. 13.12]

May 7 – Alpha 2+ (E3 demo) includes two missions, skill system, nanotech upgrades, inventory management, and four male character skins [source]

August 26 – Sheldon Pacotti joins Ion Storm [source]

September – ECTS demo shows Liberty Island, UNATCO HQ, a hangar with a 747, and Hong Kong streets

September – UNATCO website launched at www.unatco.org, mimicking a real government site

October – Eidos Interactive buys 51% of Ion Storm to control spending and takes full rights to the studio and titles

September 24 – Full deusex.com website launched with story intro, character bios, and screenshots [source]

December 6 – IGN Dreamcast posts rumors of a possible Deus Ex port for Dreamcast [source]


2000

April 4 – Westlake Interactive announces a Mac version of Deus Ex [source]

May 24 – Looking Glass Studios shuts down after financial issues. Eidos buys Thief IP and Dark Engine, moving Thief 3 development to Ion Storm Austin.

June 9 – Deus Ex goes gold (press release says June 12, but ION Storm’s Daily Informant lists June 9 with a June 22 release) [source]

June 16 – Deus Ex demo released with training and first mission (139 MB) [source]

June 23 – Deus Ex released in the US on PC [source]

July 7 – Eidos releases a patch for Direct3D card owners (e.g., GeForce) to fix performance [source]

July 7 – Mac version of Deus Ex completed [source]

July 13 – Aspyr Media releases Deus Ex on Mac [source]

July 21 – ION Storm releases 32MB Deus Ex demo add-on with a new mission in Battery Park [source]

July 31 – Patch v1.01 for Mac version [source]

August 1 – Inside Mac Games releases 135MB Deus Ex Mac demo [source]

August 4 – Deus Ex released in UK on PC [source]

August 15 – Loki Games announces Linux port of Deus Ex [source]

August 17 – Gamespy reports Deus Ex 2 in production. Harvey Smith replaces Spector as project lead [source]

September 15 – Eidos expresses interest in Deus Ex film adaptation; Paramount to produce [source] [source]

September 22 – ION Storm releases Deus Ex SDK (5 MB) [source]

December 5 – Patch v1.009f for Deus Ex [source]


2001

January 11 – PlanetDeusEx reports Activision sells Deus Ex demo with five missions for $10 [source]

February 9 – Warren Spector becomes director of ION Storm Austin

March 2 – Eidos releases patches v1.014f (4.6MB) and v1.109fm (35.6MB), plus SDK v2.0 [source]

March 6 – GOTY box art revealed; Deus Ex Fan Mission contest launched [source]

March 8 – Deus Ex: Game of the Year Edition officially announced [source]

April 26 – Final patch v1.112f (4.7MB) and v1.112fm (35.7MB) released

May 9 – Deus Ex: Game of the Year Edition released [press release]

May 17 – Eidos announces PS2 version of Deus Ex [source]

May 18 – IGN reports Deus Ex 2 will release on console first, then PC [source]

May 21 – Spector denies PC version will be delayed or cut down [source]

June 6 – Fan Mission contest winners announced

June 6 – DXMP1112Update patch for Mac released

June 20 – ION Storm Austin licenses Unreal Engine for future games [source]

July 17 – Eidos closes ION Storm Dallas after Anachronox release [source]

August 21 – Final title for PS2 port revealed: Deus Ex: The Conspiracy. New logo presented [source]

October 9 – The Conspiracy website launched at deusex.com

November 7 – Havok announces new engine to be used in Thief 3 and Deus Ex 2 [source]

December 14 – Patch 1.112fm bundled with Creative Labs sound cards


2002

January 31 – Loki Software shuts down, ending Deus Ex Linux port

March 25 – Deus Ex: The Conspiracy released

May – Columbia Pictures secures film rights for a Deus Ex movie; Laura Ziskin producing, Greg Pruss writing

May 13 – Eidos announces Deus Ex 2: Invisible War subtitle at E3 [source]

May 18 – First screenshots of Invisible War leak online from Eidos promo CD

May 20 – E3: Invisible War demo shown featuring SSC HQ, Tarsus Academy, ApostleCorp in Cairo

May 20 – Columbia Pictures confirms Deus Ex movie plans [source]

May 21 – Eidos confirms Invisible War for PC, Xbox, PS2 (2003 release) [source]

May 22 – DeusEx2.com website launched

August – PC Gamer reports film due in 2005


2003

January – Columbia in talks with Eminem for Deus Ex movie lead role; rumors also mention Willem Dafoe [source]

February – Crystal Dynamics finishes pre-production on Deus Ex: Clan Wars / Project: Snowblind

February 10 – 30 journalists shown Invisible War pre-alpha; major performance issues reported

April 3 – Deus Ex film script nearly complete

April 18 – IGN reports Ion Storm may make PS2-exclusive game due to Xbox/PC release of Invisible War

May – E3: three Invisible War levels shown: Mako (Seattle), Order (Trier), VersaLife (Antarctica)

August 19 – Invisible War intro released online

October 10 – Deus Ex 2 website moves to dxinvisiblewar.com

October 24 – US release date set for December 3, Europe for February 2004

October 26 – ION Storm confirms no SDK planned for Invisible War

October 30 – Deus Ex: Clan Wars listed as action game in Eidos financial report [source]

November 10 – Spector confirms early work on Deus Ex 3, closely tied to first game [source]

November 21 – Invisible War demo triggers backlash due to gameplay simplifications

November 25 – Eidos confirms Invisible War is ready for sale [source]

November 26 – Spector responds to demo criticism: “It is NOT the full game.” [source]

December 2 – Deus Ex: Invisible War released in the US [source] Game criticized as unpolished; US version considered beta

December 12 – Patch v1.1 released for US version (3 MB)

December 31 – Eidos calls Invisible War US launch a success, confirms March 6 EU release [press release]


2004

February – Rumors circulate that Ion Storm, in collaboration with Crystal Dynamics and led by Warren Spector, will be developing a new Tomb Raider game. [source] Ultimately, the California-based studio handled the game’s development alone. Meanwhile, the same studio was completing preproduction on its new game Deus Ex: Clan Wars.

February 27 – Patch v1.2 for Invisible War becomes available for download (3 MB).

March 5 – Deus Ex: Invisible War is released in Europe. [source]

April 2 – Randy Smith, responsible for Thief 3, leaves Ion Storm. [source] It was rumored that his departure was due to his strong defense of the vision behind the first two Thief games, though Smith denied this. He hinted that a conflict with Harvey Smith, who was overstepping his role, led to his dismissal.

April 6 – Harvey Smith leaves Ion Storm Austin. [source]

April 12 – Eidos Interactive registers the domain deusex3.com. [source] Later, a mini-site with links to local versions of the company website appears at this address.

May 12 – At E3, Eidos Interactive presents Project: Snowblind, developed by Crystal Dynamics. The game has many similarities to the Deus Ex series, sparking rumors. It is announced for PC, PS2, and Xbox.

May 13 (approx.) – Plans for a movie based on Deus Ex are canceled.

May 23 – Eidos Interactive reveals a new game from Crystal Dynamics titled Project: Snowblind. It was not mentioned in the publisher’s April financial report, unlike Deus Ex: Clan Wars. [source][source]

May 28 – Shacknews reports that due to financial issues, Ion Storm lays off 20–25 employees. Rumors suggest Warren Spector is also leaving the studio. [source]

May 30 – Eidos Interactive denies rumors that Warren Spector was fired or left the company. [source]

June 10 – Warren Spector confirms Deus Ex 3 will include multiplayer. [source]

June 17 – Sources close to Crystal Dynamics reveal that Project: Snowblind evolved from Deus Ex: Clan Wars. The project strayed too far from its original concept, and the Deus Ex license was ultimately dropped. [source]

June 30 – Eidos Interactive ends the fiscal year with a loss of £2.0 million. Poor sales of Hitman: Contracts (1.7 million units), Commandos 3, Legacy of Kain: Defiance, and Whiplash are blamed. Deus Ex: Invisible War is reported to have sold between 500,000 and 1 million copies. [source]

August – Eidos Interactive announces a brand portfolio review, including Tomb Raider, Championship Manager, and Deus Ex, which may impact the future of these IPs. [source]

August 23 – Rob Dyer, president of Eidos Interactive US, states before leaving the company that while Invisible War received good reviews, it didn’t sell well and that needs to be addressed. He confirms a sequel is planned.

“We’re going to try to get more of a consumer focus into our games. Deus Ex: Invisible War was a good game with solid reviews, but not enough people bought it. We’ll fix that in the future. There definitely will be a Deus Ex 3.”

November 8 – Warren Spector leaves Ion Storm Austin. [source]

"He left Ion Storm in November 2004 to start a new, independent game development company – Junction Point Studios, Inc., where he serves as President and Creative Director." [junctionpoint.com]


2005

January – Warren Spector establishes Junction Point Studios.

"Founded in January 2005, Junction Point Studios, Inc. is an independent developer of innovative console and PC games focused on player-driven, improvisational gameplay within strong, traditional narratives."

February 10 – Eidos Interactive closes Ion Storm Austin, laying off the remaining 35 employees. The company reduces its U.S. studios from two to one, aiming for better resource allocation and scalability for next-gen platforms. [source][source][source] Prior to closure, QA was testing Project: Snowblind.

February 22 – Project: Snowblind is released. [source]

May 16 – SCi acquires Eidos Interactive for $114 million. [source] Negotiations had begun in March.


2006

June 30 – Eidos ends its fiscal year with an £8.1 million profit, thanks to Tomb Raider: Legend, Hitman: Blood Money, and LEGO Star Wars (2.5 million copies this year, 4.2 million total). Each studio is now expected to have one flagship title (e.g., Crystal Dynamics – Tomb Raider, IO Interactive – Hitman). Core Design is closed for not meeting expectations. New studios are opened in tax-friendly countries like Sweden and Hungary.

July 14 – In issue 171 of PC Zone, Warren Spector expresses interest in buying back the Deus Ex IP from Eidos.

November – Square Enix president John Yamamoto expresses interest in the European market, mentioning plans to create a dev group there for faster local releases. A year later, attention shifts to the American market as well. An overseas publisher is sought to improve U.S. sales. It is estimated that 80% of company profits come from Japan.

December 31 – In a mid-year financial summary, SCi outlines a new strategy: shared technology among all studios, development in low-cost areas such as Montreal, and increased efficiency through reusable game engines.

“The Group is establishing new studios in low cost locations, such as Montreal.” – Interim report for the six months to 31 December 2006 – SCi Entertainment Group Plc.


2007

February 15 – The website eidosmontreal.com launches. Eidos Interactive officially announces its new studio in Montreal. [source] It will start by developing four next-gen games and assisting other Eidos studios. By year’s end, it is expected to house 110 staff, including a full 70-person team. After three years, it aims to employ 350 people in three teams.

March 15 – Eidos announces that the Montreal studio will create 350 jobs over the next three years. [source]

April – David Anfossi becomes producer of Deus Ex 3. [source]

May 17 – Patrick Melchior, GM of Eidos France, reveals on MusiquePlus that the Montreal studio’s first task is to revive the Deus Ex series. [source] Eidos neither confirms nor denies.

June 4 – Four key team members are hired: David Anfossi (producer), François Lapikas (senior designer), Jonathan Jacques-Belletête (art director), Jean-François Dugas (game director). The story is drafted on a single page with six or seven story pillars.

June 30 – Eidos ends the fiscal year with a £30 million loss. Franchise sales totals: Tomb Raider – 31M, Hitman – 7M, Conflict – 6M, Championship Manager – 5M, Legacy of Kain – 3.5M, Rally – 3M, Deus Ex – 2.5M, Carmageddon – 1.5M, Thief – 1.5M.

September 21 – Deus Ex 3 enters a 12-month preproduction phase. [Making of video]

October/November – The Deus Ex 3 concept and art are presented to the publisher and approved. Preproduction begins, including a blueprint over three months.

November 26 – Official (second and physical) opening of the Montreal studio. Deus Ex 3 development is officially announced with a teaser trailer.

November 27 – The official website www.deusex3.com and forum launch. The forum later moves from http://www.forum.deusex3.com/ to http://forums.eidosgames.com due to spam issues.

November 30 – Deus Ex 3 is to be developed on Crystal Dynamics’ proprietary engine.

December 19 – The development team reaches 38 people, aiming for 80. Concept development took four months; preproduction is planned for eight. The team has access to the core engine.


2008

April – A tech demo is created and shown to Eidos Interactive.

April 4 – French site Denis-Talbot.com publishes concept art of a lab.

May 2 – The tech demo gets greenlighted. [Making of video]

May – Square Enix president Yoichi Wada mentions plans to acquire rivals to grow the company's Western presence and release games simultaneously worldwide.

May 21 – Barontieri posts the same lab artwork on deviantart.com, commenting the in-game version looks even better, suggesting completed maps exist.

July 24 – Eidos registers www.deusexgame.com

August 20 – Forum admin René Valen posts two SIGGRAPH event images featuring weapon and building models.

August 31 – A playable level of Deus Ex is completed, likely shown to PC Zone, depicting Sarif Industries.

October 4 – Issue 200 of PC Zone features the first preview of Deus Ex 3. Some info is misreported by computerandvideogames.com and corrected by René.

October 31 – The first vertical slice of Deus Ex 3 is created.

November – The game receives full greenlight from Eidos.

November 9 – Festival Arcadia: Stéphane D’Astous says the game is 20% complete, with a press demo planned for February 2009.

November 14 – Deus Ex 3 Alpha development begins, planned to last 7 months. [Making of video]

December 16 – A holding page with the Deus Ex 3 logo appears at www.deusexgame.com


2009

April 22 – Square Enix completes its $123 million acquisition of Eidos Interactive after a February offer. [source]

May 15 – Alpha is completed and greenlit. Beta development begins, lasting 3 months. [Making of video]

November 10 – Square Enix completes the integration of Eidos, rebranding it as Square Enix Europe, headquartered in London. [source]

November 15 – Over 500 people attend Eidos Montreal's third open house. The game is still fragmented: maps are unconnected and untextured, and the interface is missing.

November 24 – Square Enix starts work on game teasers. Test prerenders are submitted.

December 21 – The official YouTube channel launches: http://www.youtube.com/deusexofficial


2010

February 3 – Square Enix registers the domains deusexhumanrevolution.com, deusexhr.com, deusex-humanrevolution.com, and sarifindustries.com.

February 5 – Square Enix trademarks the titles Deus Ex: Human Revolution and Deus Ex Human Revolution.

March 11 – A teaser for the game is published in celebration of the Game Developers Conference in San Francisco (March 9–13).

June 4 – Michael McCann is announced as the composer for Deus Ex: Human Revolution. A new teaser is released, planned to be shown at E3 (June 15–17). Amazon prematurely publishes nine game screenshots against Eidos Montreal’s marketing plans.

June 14 – A new website launches on the recovered domain deusex.com, one day before E3 starts.

June 16 – A playable demo is presented at a closed-door event during E3. It showcases the Lower Hengsha streets, Hive club, and the docks.

June 21 – A video of the E3 gameplay demo leaks online, showing a pre-alpha version. Eidos aggressively removes all copies.

July 12 – The novel Deus Ex: The Icarus Effect is announced.

August 5 – An internal beta version offering 30 minutes of full gameplay is released.

August 13 – The first gameplay trailer is published online as a preview for Gamescom 2010 in Cologne (August 18–22).

August 18 – At Gamescom, David Anfossi reveals that the team has begun work on DLC.

August 19 – At Gamescom, gameplay from the docks is shown publicly, and the Detroit police station level is demonstrated privately. Each session shows different gameplay approaches.

September 5 – Gamespot showcases the E3 gameplay during PAX. The video is later removed due to an embargo on a Final Fantasy IV trailer also featured in the recording.

September 16 – A new Japanese-language teaser is released for Tokyo Game Show. Square Enix announces Adam Jensen figures in the PLAY ARTS -KAI- line. The English version follows the next day.

October 1 – Eurogamer Expo 2010 begins. The E3 gameplay demo is shown once.

October 4 – Jean-François Dugas confirms a February 2011 release date.

October 22 – The gameplay demo is shown publicly in Brisbane, Australia at ManaBar.

November 30 – Contents of the Deus Ex: Human Revolution pre-order package are revealed.

December 16 – Square Enix delays the release from Q1 2011 to April (Q2/fiscal new year).


2011

January 24–31 – Playable press demo sessions begin, accompanied by developers:

Jan 25–27: David Anfossi in Paris

Jan 24: François Lapikas in Hamburg

Jan 24: Mary DeMarle in London

Jan 25–27: Jonathan Jacques-Belletête in San Francisco

Jan 28–31: Jonathan Jacques-Belletête in LA

February 9 – The Deus Ex: Human Revolution comic series begins publication.

February 18 – Rustlers launches a Detroit trip giveaway in exchange for answering a silly question.

February 22 – Deus Ex: Icarus Effect novel is released.

March 9 – Official release date for Deus Ex: Human Revolution set to August 23.

March 23 – Deus Ex: Human Revolution is being co-developed with Nixxes Software BV.

April 18 – Collector’s Edition contents are revealed.

May 10 – Pre-orders begin on Steam.

May 16 – Facebook unlocks event begins, unveiling new game content via deusex.com.

May 31 – A press demo version of the game leaks online.

June 21 – The DXHR QR MISSIONS app is launched on iOS, allowing users to scan QR codes for exclusive content.

July 5 – Square Enix files a complaint against 15 unknown individuals who unlawfully accessed and distributed a press copy of the unreleased game via a torrent. The source was traced to a copy provided to the Italian magazine Giochi per il Mio Computer but accessed from an unrelated IP. Valve declined to share hardware data citing privacy. Square Enix filed a court motion to compel Valve to release this information.

July 26 – Deus Ex: Human Revolution officially goes gold.

August 18 – Eidos Montreal drops regional locking between the UK and mainland Europe for retail copies, addressing backlash over collector’s editions.

August 19 – Eidos-Montreal Community site launches: http://community.eidosmontreal.com/blog

August 21 – Eidos-Montreal Podcast (EMP) audio interview series begins.

August 22 – Phase three of the Facebook unlocks campaign starts, along with EM Community launch.

August 23 – Deus Ex: Human Revolution is released in the USA.

August 23 – First patch is released to fix launch issues on certain PCs.

August 24 – It’s revealed that GameStop removed OnLive codes from PC retail copies. GameStop admitted the action, stating Square Enix did not inform them about the inclusion of a rival service. Rumors of pulled stock followed. Square Enix responded by respecting the retailer’s decision while encouraging support.

August 25 – Another patch is released.

August 26 – GameStop apologizes for the controversy and issues $50 gift cards as compensation.

August 26 – European release of Deus Ex: Human Revolution.

August 31 – Time magazine’s Evan Narcisse criticizes the character Letitia as a racist stereotype. Square Enix distances itself from the controversy.

September 1 – Square Enix announces expansion of Eidos Montreal, planning to hire 100 more by end of 2012 and 250 more by 2015. Quebec’s favorable tax incentives influenced this decision.

September 8 – The Missing Link DLC is announced for October.

September 8 – Japanese release delayed to October for regional censorship.

September 9 – Square Enix announces sales of over 2 million units.

September 15 & 23 – New patches are released.

October 18 – The Missing Link DLC is released.

October 18 – Another patch is released.

November 15 – Deus Ex: Human Revolution Original Soundtrack is released.

November 21 – Eidos Montreal forms a third production team. In December, DXHR developers shift to new projects. Job listings appear for “Project 4” and “Project 5” (likely DX4 and Tomb Raider). Concept art begins surfacing with dates starting October 18, 2011, bearing the “Deus Ex Next Generation” logo.


2012

April 26 – Deus Ex: Human Revolution Ultimate Edition launches on macOS, including all DLC, Augmented Edition bonuses, and the soundtrack.

June 30 – Square Enix’s fiscal year ends, highlighting Deus Ex: Human Revolution as a key contributor.

May 23 – A new patch is released.

July 10 – CBS Films acquires film rights for Deus Ex: Human Revolution.

November 15 – Scott Derrickson is named director of the upcoming film.


2013

February 27 – Square Enix registers a new trademark: Deus Ex: Human Defiance.

March 20 – Deus Ex: Human Revolution Director’s Cut announced for Wii U.

April 1 – For April Fools’, Deus Ex: Human Defiance is revealed as a fake 8-bit retro game.

April 30 – Square Enix reports a ¥6 billion loss, citing underperformance of Hitman: Absolution, Sleeping Dogs, and Tomb Raider. Plans shift toward mobile markets.

June 4 – Deus Ex: The Fall is revealed for mobile devices.

June 11 – Deus Ex: Human Revolution Director’s Cut announced for PC, Mac, Xbox One, and PS4.

July 10 – Deus Ex: The Fall launches on iOS but is criticized for being unplayable on jailbroken devices.

July 17 – A patch removes this restriction.

July 19 – Eidos Montreal head Stephane D’Astous resigns over internal disagreements with Square Enix.

August 1 – David Anfossi becomes studio director.

October 2 – First concept art for Deus Ex 4 is revealed; the name “Deus Ex: Universe” is used.

October 22 & 25 – Deus Ex: Human Revolution Director’s Cut launches in the US and Europe.

November 18 – Patch for the Director’s Cut released.


2014

January 22 – Deus Ex: The Fall launches on Android.

February 25 – PC version of The Fall is announced.

March 18 – The Fall launches on PC.

April 16 – Human Revolution Director’s Cut launches on macOS.

May 9 – Physical release of The Fall in Europe.

June 6 – Square Enix registers Deus Ex Universe logo in Europe.

July 22 – Michael Finch joins the film adaptation as screenwriter.

December 4 – First screenshot of Deus Ex 4 shown, featuring the new Dawn Engine.

December 22 – Deus Ex: Fallen Angel novella is released for free.


2015

April 6 – Square Enix launches a Twitch livestream titled “Project CKP.” After three days, it redirects viewers to a YouTube channel with a trailer for Deus Ex: Mankind Divided. The campaign aimed to introduce the game to new players and reached over 1 million unique viewers. [source]

April 8 – Square Enix officially announces Deus Ex: Mankind Divided [source] [source]. The title must have been finalized that year, as later-released artwork indicates that in 2014 the game was still referred to as Deus Ex: Next Generation.

April 29 – The PC version of Deus Ex: Mankind Divided will again be developed by Nixxes [source].

July 10 – Musterbrand begins selling apparel themed around Deus Ex: Mankind Divided [source].

August 31 – Release date set for Deus Ex: Mankind Divided as February 23, 2016. Launch of the “Augment Your Pre-Order” campaign [source] [source].

October 1 – After widespread criticism, Square Enix cancels the “Augment Your Pre-Order” campaign [source] [source].

November 18 – The release of Deus Ex: Mankind Divided is postponed to August 23, 2016 [source] [source].


2016

February 10 – Launch of the comic series Deus Ex: Children’s Crusade.

June 8 – Deus Ex: GO, a mobile game, is announced [source] [source].

June 8 – Deus Ex: Mankind Divided is revealed to have a new mode called Breach [source] [source].

July 29 – Eidos Montreal publishes futuristic city concept art on deusex.com. A banner in the Moscow image reads “Augs Lives Matter,” referencing the US Black Lives Matter movement. The publisher is criticized for this [source].

July 30 – Development of Deus Ex: Mankind Divided is completed [source].

August 11 – PC system requirements for Deus Ex: Mankind Divided are revealed [source] [source].

August 18 – Release of Deus Ex: GO.

August 22 – Eidos Montreal reveals the Mankind Divided season pass contents [source] [source].

August 23 – Release of Deus Ex: Mankind Divided, Deus Ex: Black Light, Hard Line, and The Dawning Darkness [source] [source].

August 24–September 23 – Series of patches released for Mankind Divided (v1.0 build 524.7 through v1.7 build 551.7_P7) [source].

September 2 – Announcement and release date of the System Rift story DLC [source]; patch v1.3 build 524.17_P4 released [source].

September 8–23 – More patches released (v1.4 build 545.4_P5 to v1.7 build 551.7_P7) [source].

October 3–19 – Additional patches released (v1.8 to v1.10), including DX12 support [source].

November 3 – Deus Ex: Mankind Divided launches on Linux [source].

November 4–8 – More patches released (v1.11), and Square Enix reports lower profits due to rising development costs and weak mobile sales, despite satisfaction with sales of core IPs like Deus Ex and Tomb Raider [source].

December 2 – Release of Mankind Divided Original Soundtrack (CD & Extended Edition) and Human Revolution OST on vinyl [source].

December 6 – Patch v1.12 build 667.0_P23 released [source].

December 16 – Release of Human Revolution OST – Limited Edition vinyl.


2017

January 6 – Square Enix releases Hard Line novella, The Dawning Darkness mini-comic, and artbook digitally [source].

January 24 – Free releases of Mankind Divided – VR Experience and Deus Ex: Breach (as standalone F2P) [source].

January 26 – Square Enix partners with Marvel to create a game universe designed for long-term player engagement [source].

January 30 – Reports surface that development of the Mankind Divided sequel is halted; the studio shifts focus to Shadow of the Tomb Raider and assisting Crystal Dynamics on The Avengers [source].

February 14–23 – Breach update and patches v1.14 to v1.16 released. Launch of A Criminal Past DLC [source].

March 16 – A Criminal Past DLC released on Linux.

March 22 – Patch v1.17 released [source].

March 30 – Square Enix reports a ¥31.2 billion profit. Deus Ex: Mankind Divided praised alongside Rise of the Tomb Raider and other hits [source].

June 1 – Release of Deus Ex: Breach OST [source].

November 27 – CEO Yosuke Matsuda denies Deus Ex sequel was canceled due to low sales but confirms development pause [source].

December 12 – Mankind Divided launches on macOS [source].


2018

May 22 – Square Enix stops supporting the Deus Ex Universe mobile app; login becomes impossible.

June 1 – Square Enix Montreal withdraws from GO games due to the declining premium mobile market, overtaken by F2P models [source].

August 17 – Human Revolution OST reissue released on vinyl.

October 25 – Preorders open for a 1:4 Adam Jensen statue by Gaming Heads ($499.99).


2019

April – The official Deus Ex Universe site is removed from deusex.com, now redirecting to Square Enix.

July 11 – Human Revolution and Mankind Divided soundtracks hit streaming platforms [source].


2020

June 26 – German company Gaya Entertainment releases an Adam Jensen statue for €79.99.


2022

May 2 – Square Enix signs a preliminary agreement to sell Crystal Dynamics, Eidos Montreal, and Square Enix Montreal to Embracer Group for $300 million, with plans to reinvest in blockchain, AI, and cloud technology. Eidos Montreal reportedly made only CAD $647,000 last fiscal year [source].

May 19 – Embracer Group, pleased with reactions to the acquisition, announces plans for sequels, remakes, remasters, and transmedia content for its IPs [source].

June 8 – Savvy Gaming Group (owned by Saudi Arabia's PIF) invests $1 billion in Embracer, acquiring an 8.1% stake [source].

August – deusex.com redirects to the Mankind Divided page on eidosmontreal.com.

August 6 – Jeff Grubb reports in a podcast that a new Deus Ex is in early development [source].

November 1 – Studio Onoma (formerly Square Enix Montreal) is shut down; some of the 200 staff offered transfers to Eidos Montreal. Jason Schreier confirms Onoma canceled an unannounced project; Eidos is working on a new IP, an early Deus Ex, and co-developing Fable [source].

November 22 – Onoma announces Deus Ex GO will be delisted from app stores on December 1 and become unplayable after January 4, 2023 [source].


2023

February 16 – Embracer’s Q3 report reveals Eidos Montreal and Crystal Dynamics are to release five games by March 2028 [source]. Likely titles include Perfect Dark, Tomb Raider, Fable, Deus Ex, and a new IP.

May 24 – CEO Lars Wingefors confirms lower-than-expected profits due to the collapse of a $2B strategic deal, resulting in a 40% stock price drop.

June 13 – Embracer announces an immediate restructuring plan (through March 2024), including studio closures, unannounced project cancellations, and focus on internal IP development to reduce debt from SEK 15.6B to 10.0B [source].


2024

January 29 – Eidos Montreal lays off 97 employees due to restructuring [source]. Jason Schreier reports Deus Ex was canceled after two years of pre-production. It was set to enter full development this year [source].

2025

April 1 – Eidos Montreal lays off another 75 employees, hinting at another project cancellation or reductions on Fable, expected in 2026. The only confirmed remaining project is a new IP [source].

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