
Irina has worked in film, gaming, and VC, which is basically the career equivalent of a triple combo move. She thinks everything should be more joyful and playful so naturally, she ended up at Codecks handling all things marketing. When she’s not helping make Codecks delightful, she’s scaling rock walls, diving into the ocean (hello new PADI certification!), or on an eternal quest for the world’s best meal. She firmly believes Ori and the Will of the Wisps, It Takes Two, and Breath of the Wild are the best games. She’s probably right about at least two of those.
Codecks is a project management tool inspired by collectible card games. Sounds interesting? Check out our homepage for more information.
If you build a successful game, does it mean your next one will be successful too?
Every indie studio dreams of making their second game bigger and better than the first. More features. Bigger team. Higher production values. DigiTales did exactly that with Between Horizons.
Their first game, Lacuna, launched at the height of COVID in 2021. Noir detective aesthetic, clear marketability, solid success. Their second game, Between Horizons, launched in 2024 into a flooded market with a sci-fi theme that didn’t scream “detective game” and a scope that ballooned beyond what their niche could support.
I sat down with Julian Colbus, founder of DigiTales, to understand what went wrong, and more importantly, what he’d do differently.
He shared in depth production lessons and dove deep into dissecting his approach to building games one after the other.
You can watch the full conversation in this video here or read a summary of the lessons below.
Lacuna had five years of preproduction before DigiTales existed. Between Horizons had to be pitched while still shipping Lacuna.
While managing monthly milestones for Lacuna, they squeezed in concepting Between Horizons. Every design decision was rushed. Every scope choice was made under pressure.
The lesson: You have to pitch your next game while shipping your current one—or you fall into a financial hole. But this compression makes you skip critical thinking time.
How to avoid it:
Red flag: If you’re pitching Game 2 the same month Game 1 ships, you’ve already failed preproduction.
Between Horizons added features that made sense for the genre. Better traversal systems, more varied mechanics and larger scope. All justified by design logic.
But they required 40% more budget and 50% more team size. The niche couldn’t support it.
**What happened: **“We fixed things that weren’t broken. The additions increased scope, budget, and manpower in ways we didn’t need.”
The game was better on paper. But “better” broke the unit economics.
The lesson: Not all improvements improve your business. Some just make your game more expensive to produce than your market can support.
How to avoid it:
Red flag: If your pitch deck says “bigger team,” “more features,” or “higher production values” without quantifying market expansion, you’re in danger.
Between Horizons is a detective game. But the original title, key art, and positioning didn’t communicate that. Sci-fi visuals. Abstract title. No genre signals.
They only realized this after launch when data showed: players came because they followed DigiTales, not because the game looked like detective gameplay.
They added “A Sci-Fi Detective Adventure” subtitle over a year after release. Changed the key art. Too late.
The lesson: You can’t fix bad marketability with good gameplay. Players need to know what your game is before they click.
How to avoid it:
Lacuna worked because:
Between Horizons failed because:
**Red flag: **If your team describes your game as “It’s like X meets Y” and neither X nor Y are visible in your key art, you have a positioning problem.
Everyone says “scope small” but nobody defines what that means in practice.
The lesson: “Make the smallest game that you actually wanted to make. Because if I had to make Pong in three days, I would lose interest after the first.”
How to set scope that works:
These are non-negotiable. For DigiTales: “No getting stuck” meant players always progress even with wrong answers.
Write these down. Be specific about what they mean technically. If you can’t code it in your head, it’s too abstract.
Don’t wait until you’re behind schedule. Tag features during concepting:
**Formula: **(Team size × Months × Cost per person) = Total budget
Then: Expected revenue of “does okay” games in your genre × 0.5 = Max budget
If these don’t match, either:
At least once a month, review:
Don’t try to save everything. You won’t.
Real example from DigiTales: Between Horizons planned better traversal mechanics. Varied animations. Balancing sections. Would’ve been cool.
Halfway through production: not feasible. Cut it entirely.
Julian’s take: “You shouldn’t be emotionally attached. It only hurts until you actually cut it off, and then you’re super relieved you don’t have to do this thing anymore.”
Red flag: If you haven’t killed at least 3 features by mid-production, you haven’t scoped realistically.
You will estimate wrong. Always.
The lesson: Stop trying to estimate perfectly. Build systems that work when you’re wrong.
How to estimate realistically:
Whatever you think it takes = 2x that.
A bug could be severe but easy to fix. Or look minor and take a week. You won’t know until you’re done.
Use time tracking tools for your first few features. See how long things actually take. Extrapolate from real data, not gut feeling.
If you think the game takes 6 months, pitch 12 months. If you think it costs $100K, pitch $200K.
Publishers won’t extend budgets easily without renegotiating terms. Better to finish under budget than beg for extensions.
At the end of every milestone, Julian asks: “If we continue at this pace, will we finish on time?”
If no, which features die? Decide now, not at the deadline.
Don’t wait until you miss the deadline to say you’re behind. If you’re 2 months out and realize you need 4 months, tell them NOW.
Red flag: If your schedule has zero buffer and every feature is “critical,” you’re setting up for catastrophic delays.
The Problem: Between Horizons created assets for game design that wasn’t locked. When design changed, assets were wasted or needed rework.
The lesson: “Have a pipeline where the writing and game design are actually set in stone and final before other people start making assets.”
How to build the right pipeline:
DigiTales’ mistake: Built assets while hoping the cases would work. They did, but it was a costly gamble.
DigiTales’ fix (current game): “We only create assets we actually need. For our new game, we created one or two sprites we might not need. That’s it.”
Red flag: If your artists are building assets for systems that are still “in testing,” you’re burning money.
The Problem: Every feature feels important. How do you actually decide what dies?
The lesson: Use a 2×2 matrix. Every feature gets scored on:
High Gameplay + High Marketing = Keep Core mechanics that are visible and sellable. Example: Detective deduction system with visual UI
High Gameplay + Low Marketing = Keep (But deprioritize polish) Required for fun but invisible in screenshots. Example: Behind-the-scenes logic systems Action: Implement functionally, don’t over-polish
Low Gameplay + High Marketing = Consider Looks good but doesn’t affect core loop much. Example: Fancy traversal animations Action: Only if budget allows
Low Gameplay + Low Marketing = Cut First Neither fun nor sellable. Example: Complex inventory system in a narrative game Action: Delete immediately
Julian’s framing: “We can keep this feature and crunch, go over budget, and risk bankruptcy. Or we cut it and make a smaller game that’s still great.”
When you frame it like that, teams understand.
Red flag: If you can’t rank your features by priority right now, you don’t have a real plan.
**The Problem: **Every department thinks their domain is what makes the game good.
**The lesson: **Monty Python anecdote: During a reshoot, someone insisted the fog didn’t look right. An actor snapped: “But is the fog funny?”
They weren’t making a fog movie. They were making a comedy. It had to be funny.
Applied to games: “With games, it has to be fun. It has to work. However you achieve that is the main goal. If the art isn’t perfect, if the sound design isn’t perfect—it’s all secondary.”
Real examples:
How to apply this:
Red flag: If your team is spending time perfecting things that aren’t player-facing, you’ve lost sight of what matters.
The second game curse isn’t about luck. It’s about scaling wrong.
You had constraints on Game 1: time, money, team size. Those constraints forced focus. They made you cut aggressively. They made you prioritize ruthlessly.
Game 2? You have more resources. That sounds good. But more resources = more ways to lose focus.
You add features because you can. You expand scope because you have the team. You chase “better” without asking if better serves your business.
DigiTales learned this the expensive way:
The lesson every second-time developer needs: More isn’t better. Focused is better. Marketable is better. Achievable is better.
As Julian put it: “We could’ve made changes that made sense but wouldn’t have required us to increase team size and money. We could’ve focused on the core of detective gameplay. That would’ve been the smart move.”
Your second game doesn’t need to be bigger. It needs to be smarter.
Woww you read all the way through! 😻👏
If you want more tactical production breakdowns like this, check out our YouTube channel and join our Discord where game devs share real lessons, not highlight reels.
And if you need project management that actually helps you cut scope and ship on time, check out Codecks, built by game devs who’ve been in the trenches.



Codecks is a project management tool inspired by collectible card games.