Sometimes an Old Project Really Is Worth Reviving

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I have actually revived an abandoned project before and been glad I did. It was an old mobile game called 3NDL3ZZ. At some point I went back to it, updated it, played around with it again and genuinely enjoyed the process. It reminded me why I made it in the first place.

Then, eventually, I abandoned it again. So this is not exactly a heroic story about rescuing an old project and turning it into a massive success. It is more complicated than that.

The project was still fun

That part mattered. Going back to 3NDL3ZZ did not feel like dragging a corpse around. It was still enjoyable to work on. There were ideas I wanted to try, things I wanted to improve, parts of it that made me think: yeah, there is still something here.

That is probably the biggest argument for occasionally opening the vault and looking at old projects again. Sometimes the reason you stopped was not because the idea was bad. You just ran out of time, or something more important took over, or the timing was wrong.

A developer watching someone else play the game in a small video overlay. Soft editorial illustration.
An illustration of the moment someone else actually plays the thing you revived.

Then someone actually played it

One of the nicest parts was seeing somebody play the game on YouTube. They were genuinely enjoying it. That was great.

There is something very different about seeing another person use something you built compared with staring at download numbers in a dashboard. You can build an app and see 50 installs. Fine. But seeing an actual person interact with it, react to it and enjoy it makes the whole thing feel real. For a moment, the project stops being a folder on your computer. It exists outside of you.

That is a powerful bit of motivation.

A developer running a 2D platformer preview beside code at dusk. Soft editorial illustration.
An illustration of still wanting to work on it after the first rush of attention fades.

But motivation still needs somewhere to go

The problem was that I did not market the game particularly well. It did not get many players, and I think that does affect motivation. You can love working on something, but if it keeps demanding time and gives very little back, eventually it starts competing with everything else.

That does not have to mean money either. Feedback matters. Users matter. Downloads matter. Even seeing somebody talk about the thing matters. Without any of that, the project can slowly start to feel like a private hobby that keeps asking for maintenance. There is nothing wrong with a hobby. But hobbies still have to compete for time.

It became an unsustainable distraction

That is probably the fairest way to describe what happened. I liked the game. I liked improving it. I had more ideas for it. I still do. But at the time, it became a distraction I could not really justify.

And that is frustrating because this is where software development gets ridiculous. There are effectively infinite things you could build: a game, a mobile app, a Shopify app, a BigCommerce app, a WordPress plugin, a Discord bot, some strange little utility nobody has made properly yet. Once you know how to build software, ideas stop being scarce. Time becomes the scarce thing.

The hard part is not having ideas

I think developers sometimes talk about ideas like they are precious. For me, that is not the problem at all. The problem is choosing.

I could probably sit down and write a list of things I would happily spend the next year making. Some of them might be useful. Some might make money. Some might be fun. Some might get abandoned halfway through. You cannot know all of that at the beginning.

So eventually you come back to the same question: what is actually worth working on next? I wrote more about that in the post about how I decide what comes first. Because that is really the bigger problem underneath all of this. Not whether 3NDL3ZZ deserved another update. Not whether an old app deserves one more release. It is deciding which one thing gets the next chunk of your finite time.

I still want to go back to it

And despite everything I just said, I still think about 3NDL3ZZ. I still have ideas for it. That is probably dangerous. But I also think it means the project was not a failure. It was fun to make. Somebody enjoyed playing it. I learned from it. And if I ever reach a point where I genuinely have the time to return to it without dropping something more important, I probably will.

Maybe that is enough reason to keep some things in the vault. Not because they are unfinished obligations. Just because one day they might become fun again.