23/01/2026
Success Story

The “Phoenix” Pivot: How Slack Rose from the Ashes of a Failed Game

  • January 11, 2026
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Metric The Slack Stats Company Name Slack (Originally “Tiny Speck”) Founder Stewart Butterfield Original Product Glitch (A failed MMORPG video game) The Pivot Date November 2012 (Game shut

The “Phoenix” Pivot: How Slack Rose from the Ashes of a Failed Game
MetricThe Slack Stats
Company NameSlack (Originally “Tiny Speck”)
FounderStewart Butterfield
Original ProductGlitch (A failed MMORPG video game)
The Pivot DateNovember 2012 (Game shut down)
Growth Speed$0 to $1 Billion valuation in 8 months
ExitAcquired by Salesforce for $27.7 Billion (2021)
Key SecretTurning an internal byproduct into the main product.

It is November 12, 2012. Stewart Butterfield stands in front of his team at Tiny Speck. The mood is not celebratory. It is a funeral. He has to tell 30 of his 45 employees that they are fired.

They had spent nearly four years and $17 million of venture capital building Glitch, a whimsical, non-violent massively multiplayer online game. It was beautiful. It was creative. And it was a commercial failure. The economics didn’t work. The user base wasn’t growing.

Butterfield had failed. Again. (His previous gaming startup, Game Neverending, had also failed, though its photo-sharing feature became Flickr).

But as they shut down the servers, there was one thing the remaining team refused to delete. It wasn’t the game assets. It was the internal chat tool they had hacked together to talk to each other while building the game. They called it “Linefeed,” then “SLACK” (Searchable Log of All Conversation and Knowledge).

They didn’t know it yet, but they were holding a $27.7 billion lottery ticket.

The Outside Story: The “Game” That Nobody Played

To the world in 2011, Tiny Speck was a gaming studio. Glitch was a weird experiment. It involved growing onions, petting giants, and customizing avatars in a surreal 2D world.

Investors like Accel and Andreessen Horowitz had bet on Butterfield’s creativity. But by 2012, it was clear that the world didn’t need another MMORPG. When Tiny Speck announced they were “pivoting to enterprise communications,” the tech world rolled its eyes. “Great,” the critics thought. “Another chat app. Just what we need to replace email and Skype.”

Enterprise software in 2013 was a graveyard of boring, grey, clunky tools (think Microsoft SharePoint or Lotus Notes). The idea that a failed gaming company could disrupt the enterprise seemed laughable.

The Inside Reality: The Addiction

Inside the company, however, the team knew something the world didn’t. They were addicted to their own tool.

While building Glitch, the developers got frustrated with email. It was too slow. They hated IRC (Internet Relay Chat) because it didn’t archive messages; if you logged off, you missed the conversation. So, they built a layer on top of IRC.

  • It archived everything.
  • It was searchable.
  • It allowed them to paste code snippets instantly.
  • It had personality.

They realized that whenever the chat tool went down, work stopped. They weren’t just using it to chat; they were using it as the “Operating System” for their company.

Butterfield had a realization that defines the “Phoenix Pivot”: “We are not a gaming company that uses chat. We are a chat company that accidentally built a game.”

The Turning Point: Killing the Baby

The genius of Stewart Butterfield wasn’t building Slack. It was having the guts to kill Glitch.

Most founders fall victim to the Sunk Cost Fallacy.“We spent $17 million on this game! We have to make it work!” Butterfield looked at the data, saw the game was dead, and returned the remaining capital to investors.

He told them: “The game failed. But we have this tool. We want to use the remaining money to pivot.”

Because he was honest about the failure, the investors let him keep the money. He kept a core team of 8 people. They stripped the game code, kept the chat infrastructure, and spent the next year polishing it.

They didn’t try to add more features. They tried to remove friction. They focused entirely on the “first 2 minutes” of user experience.

The Real Secret: The “Game DNA” in Enterprise Tools

Why did Slack win when HipChat and Skype already existed? Because Slack was built by game designers, not enterprise architects.

This is the Architectural Masterstroke. Enterprise software is usually designed for the buyer (the CIO), not the user (the employee). It is functional but joyless. Slack was designed like a consumer app.

  • The Sound Design: The distinctive “Knock-Brush” sound.
  • The Visuals: Bright colors, playful copy (“You’re all caught up!”).
  • The Emojis: Slack made emoji reactions a core business function.

Slack injected Dopamine into the workplace. They took the “stickiness” mechanics of a video game (variable rewards, social validation, instant feedback) and applied it to work. While Microsoft built tools for efficiency, Slack built a tool for engagement.

Founder-Level Lessons (Uncomfortable but True)

Slack’s success challenges the traditional “Visionary” narrative.

1. Your “Byproduct” Might Be Your Product

In industrial manufacturing, “waste” sometimes becomes valuable (e.g., Molasses from sugar refinement). In software, your internal tools often solve problems better than your commercial product because they are built to survive, not to sell.

  • Lesson: Look at the scripts and hacks your engineers use to do their jobs. Is there a business hidden in your “internal tools” folder?

2. Be Your Own Zero-Patient

Slack worked because the team used it for 4 years before selling it. They had ironed out every bug because they were the ones suffering from them.

  • Lesson: You cannot build a great product for a user you don’t understand. The best product-market fit comes from “Founder-User Fit.”

3. Mercy Killings Save Companies

If Butterfield had tried to save Glitch for another 6 months, they would have run out of cash. By killing it early (while they still had money in the bank), he bought the runway needed to build Slack.

  • Lesson: A slow failure is worse than a fast one. Pivot while you still have fuel.

The “Hidden Gem” Checklist: 3 Signs You Are Sitting on a Goldmine

Are you ignoring your own Slack?

  1. The “Internal Addiction”: Is there a tool or process your team uses that they would revolt if you took away?

Insight: If your employees love it, other employees will too.

  1. The “Hack” That Works: Have you built a workaround because existing market solutions were too expensive or clunky?

Insight: If you hate the existing solutions enough to build your own, the market is ripe for disruption.

  1. The Unintended Use Case: Are customers using your product in a way you didn’t intend? (e.g., using a game for chatting).

Insight: Follow the user behavior, not your original roadmap.

Final Reflection: What This Success Teaches Every Entrepreneur

Slack teaches us that innovation is often an accident of execution.

Stewart Butterfield didn’t set out to revolutionize communication. He just wanted to build a game. But by paying attention to how his team worked, he found something bigger.

Success isn’t always about having the perfect 10-year vision. Sometimes, success is about looking down at the “trash” you created while building your vision, and realizing that the trash is actually gold.

Don’t just look at what you are selling. Look at what you are using.

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