Remake Prince of Persia: The Sands of Time was reportedly canceled amid major changes within Ubisoft. The issue was revived after claims from a Reddit user who claimed to have been involved in development, and said the project was “near the finish line”. However, “nearing the finish line” doesn't necessarily mean it's ready for release, especially for modern games that usually need a long stage of refinement and support after launch.
According to the report PC Gamer, The cancellation of the remake version was part of a package of cancellations of several projects as Ubisoft undertook a “reset” of the company's internal structure. In claims circulating on Reddit, the halt in development was said to have occurred quite suddenly due to internal uncertainty and layoff-related concerns, resulting in some team members choosing to move to other studios that were considered more stable.
“Almost done” is not the same as ready for release
The main claim that caught the eye was the statement that the game is “close to the finish line”. However, an explanation from the same source emphasizes that close is not automatically ready. In the final phase of production, the publisher's focus is usually no longer calculating the costs that have been incurred, but assessing the additional time, cost, and risk to achieve a quality release that can be accounted for. Reputational risk also enters the equation, as release failures can have a long impact. Another reality that is often forgotten, games that are “finished” on paper still demand patches, bug fixes, and content support after release.
Ubisoft's strategic direction and the challenges of linear gaming
The Reddit source also said Ubisoft prioritizes open world games with extensive exploration systems. This is at odds with the Prince of Persia series' more linear mechanics and tight pacing, making it difficult for this game to get priority. The Sands of Time It's known for its platforming, puzzle, and combat rhythm that relies on a linear flow. Turning it into an open-world game that emphasizes exploration is certainly very difficult to implement.
The so-called gameplay idea was tested
There's an interesting detail about the team's favorite time mechanic idea: time is treated not as a rewind button, but as leaving “traces” of actions. For example, players can interact with an echo of past actions, such as a past version of a character holding a lever, completing a jump, or distracting an enemy within a short window of time. This concept sounds like a novel way to keep time-based gameplay fresh without abandoning the series' roots.
The “almost done” claim still needs to be read with caution as it comes from an anonymous post, not an official statement. However, the story gives an idea of why a remake can stall even when it seems to be a step away.





























