The one that got away in the dark
InterWave's swan song showed that despite Nuclear Dawn's lessons, out ability to learn nothing was undefeated. Another "no one has ever done this before, it will be awesome" design, Dark Matter featured so much technology that we broke the Unity3D engine so hard that in the end our programmers were giving Unity Tech Support personnel tips. True story.
Dark Matter was released a one third of the game it should have been. For reasons of corporate restructuring, Dark Matter could not be finished. The Kickstarter failed, and we were left to do the best we could with a true adventure game that ended up playing like a Metroidvania but with real enemy AI and complex behaviours of fiendish enemies the players never got to fully appreciate because... time. Also, real-time lighting in completely dark areas and other cool stuff.
Dark Matter showed enough promise that the publisher insisted tacking a "real ending" on it so they could sell it as not Episode One, but as a full game. When I refused to do that, they let a promising teenager write the ending. It went as well as you'd imagine. I had my name struck from the game's credits after that.
Considering I'd created the universe, concept, game story, written everything in the game and its marketing, it was a blow, and a permanent break from much of InterWave, as it was.