About Us

DigiTales Interactive® is a small game development studio based in Saarbrücken, Germany. Our team has a diverse background in various disciplines including literature, music, marketing, pixel art, and programming. Our games employ established storytelling wisdom from various media to convey philosophical ideas and other thought-provoking subject matter without sacrificing fun and entertainment.


  • March 2024

    Between Horizons was released on PC in March of 2024. It was universally acclaimed by critics and players, racking up a Metascore of 83 and 92% positive reviews on Steam.

  • October 2022

    In fall of 2022, DigiTales and Assemble Entertainment officially revealed their second collaboration: sci-fi adventure Between Horizons, formerly codenamed "Storyvania".

  • March 2022

    Over time, Lacuna reached a 94% positive rating on over 1.000 Steam reviews as well as a Metascore of 86. It went on to rack up multiple award wins and nominations including a nomation for Best German Game at Germany's biggest games award, Deutscher Computerspielpreis.

  • December 2021

    Following Lacuna's release on consoles in late 2021, the team began working on the prototype for their next project, nicknamed "Storyvania". It secured state funding both for its prototype and production phase, totaling over €200.000.

  • May 2021

    Lacuna was released on Steam and GOG. Within a few weeks, it managed to rack up hundreds of raving reviews from all around the world.

  • February 2021

    The Lacuna demo came out as part of the Steam Games Festival. It was downloaded thousands of times and generally very well-received. It would later be re-released as Lacuna: Prologue.

  • August 2020

    We officially announced our first game Lacuna and revealead our amazing publisher Assemble Entertainment!

  • April 2020

    We managed to secure around € 86.000 of Germany's new games fund, and Lacuna was officially listed as one of their approved projects.

  • Early 2020

    Thanks to our improved funding situation, we were able to increase our team size from two to four people and go into full-time production.

  • Early 2019

    After working on our game as a hobby for over two years, we finally became a fully operational entrepreneurial company.