Why Does Your Game Keep Getting Bigger Until You Cannot Finish It?

Evolve Games canceled The Swarm after roughly six months: three to four months of small, well-meant design changes made a richer game that needed about twice the team and twice the time. Team fragmentation then made the math impossible. This case turns that postmortem into a Monday-morning scope check for your own project.

Why Does Your Game Keep Getting Bigger Until You Cannot Finish It?
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Your game is getting better every week. That is exactly why you should be worried. The team behind The Swarm watched a promising prototype grow richer and more coherent for months, only to realize the better game needed about twice the team and twice the time they had. They canceled it after roughly six months. This is how a good game gets too big to finish.

The Swarm logo over a spiked, dark red shape, with a wooden sign below it reading CANCELED. This is postmortem header art, not gameplay.

At a glance

  • The source: the Evolve Games postmortem Learning from Failure: Post Mortem of an Unborn, published on Game Developer on November 9,

    2016. Every fact below comes from that post.

  • The framing: this is a scope story, not a quality story. The postmortem says the game got better while it grew out of bounds.

  • The timeline in the postmortem: roughly three months of pre-production, an initial plan of one year, three to four months of design changes, and cancellation after roughly six months.

  • The second blow: team fragmentation. The postmortem describes a young team without dedicated hiring help, strained by savings and part-time work, that lost members and chose a restart.

  • Not claimed here: no team size numbers, engine, genre, platform, sales, or funding figures are used, and no start date beyond the postmortem's relative timeline.

  • Last verified: October 30, 2026.

A better game that no longer fit the team

The Swarm began, in the team's own telling, with about three months of pre-production. That work produced something interesting enough to go full throttle, with an initial plan of one year of development. The team describes itself as a little indie team finding its place, learning by trial and error. Trouble did not arrive as a single bad decision. It arrived shortly after the initial prototype was approved, on the design side, as an iterative process around some of the main mechanics. Each change felt normal. Games evolve during development, and most of these changes were made because the team was convinced of them. The overall picture seemed to need each change for the game to be what they wanted.

For three to four months, that process kept going. Small changes, none obviously dangerous alone, accumulated until the team was far away from the initial concept. Because the changes arrived one at a time, the problem was hard to spot early. And because the result was genuinely better, richer, more coherent, deep and innovative, with a strong working core, there was no moment when the game felt broken. The failure was not that the game changed. The postmortem is explicit on this: it changed for the better. The failure was that scope changed with it, without anyone realizing, until it had grown out of bounds. The better game, the team concluded, was a game for about twice the team and twice the development time. Neither was available.

The second failure made the first one fatal

The scope problem was already causing headaches when the second blow landed. Building an indie studio from nothing is hard, the postmortem notes, but two difficulties mattered here. Without a dedicated hiring person, finding new talent and running interviews took time and slowed development. Young teams often lack financial support, running on personal savings or part-time jobs, so engagement can depend on passion alone, which is not always enough. Members left for economic or personal troubles, the development was set back, and an already complicated project began to look impossible. In a crisis meeting, the remaining team decided to build a new team and start over, with a new project.

After work on that restart, the team writes that it regretted nothing about canceling The Swarm. It was back on track with a new team and a new project, later than planned, but carrying lessons it calls priceless. The postmortem's sharpest line is worth keeping in spirit: it is better to cancel a project when you realize it will not work than to keep pouring hours into a zombie project you already know will not work as well as you want. That is not quitting at the first difficulty. The Swarm team quit after months of drift, a roughly doubled team and time requirement, and a fragmented team. Cancellation stopped the drift from consuming a new team as well.

What to reuse

Nothing below is presented as what the Evolve Games team did; the postmortem's own tips are only the starting point. The steps are rewritten for your own project, and they stay inside it: no step asks you to touch a live game, someone else's team, or a project you do not control. Scope creep here was not greed or laziness. It was good decisions with no running total. The fix is not to stop improving your game. It is to make every improvement pay a visible price before you keep it.

What to do Monday morning

  • Write your core design principles on one page for your own project, and test them in your prototype until they hold. A change tied to none of them does not earn its place.

  • Keep a running scope total for your own project. Each added system or feature gets its extra work written down, against the team and time you actually have.

  • Review small changes together, not one by one. Once a month, list every design change since the last review and ask whether this is still the game you planned.

  • Set a scope gate before approving a change. If it makes your own project need substantially more people or months than you have, cut it, shrink it, or trade it.

  • Make a backup plan for your own team while things are calm. Note who covers each critical job if someone leaves, so a departure is a setback, not a restart.

  • Decide your cancel line in advance for your own project. Write the conditions for stopping, scaling back, or restarting, so you decide with a clear head, not after months of drift.