Phase
A broad production stage with one clear purpose, such as proving the core loop or stabilising the complete game.
A practical plan, not a feature wish list
Plan the path from first playable to post-launch with clear phases, testable milestones and concrete tasks. Built around the same production model used by ForgeBoard.
No signup · Excel-ready · 42 practical tasks · CSV version
The planning model
Separate the production journey from the proof you need next and the work you can actually do today.
A broad production stage with one clear purpose, such as proving the core loop or stabilising the complete game.
A testable outcome. “First playable” is useful; “work on combat” is too vague to tell you when the work is done.
A concrete next action that belongs to a milestone and can move through to do, in progress and done.
Inside the template
Use the sequence as a starting point, then rename, remove or repeat phases to match your game. The outcome matters more than the label.
Prove the game is worth building.
Finish one representative experience.
Turn proven ideas into repeatable work.
Reach feature complete.
Make the complete game dependable.
Release with a support plan.
Respond, learn and choose what comes next.
How to use it
A roadmap works when it helps you decide what not to build yet. Keep the distant plan broad and make only the next milestone detailed.
Explore ForgeBoard's roadmap toolsChoose the production problem you are solving now, not the label that sounds most impressive.
Write what must be observable or playable before the milestone counts as complete.
Break down the next milestone. Leave later ideas at milestone level until they become relevant.
Update priorities from what the playable game taught you, not from how tidy the plan looks.
When the spreadsheet gets too flat
ForgeBoard keeps phases, milestones and tasks together with your design docs, worldbuilding and project activity. Reorder the plan as the game changes and see progress update automatically.
Free during beta · no card · EU hosted
Roadmap questions
A useful roadmap names the outcomes the game must reach, the milestones that prove those outcomes and the concrete tasks needed next. It should also make scope decisions visible instead of becoming a wish list.
A phase describes a broad stage of production. A milestone is a testable outcome inside that phase. A task is one piece of work that helps the team reach the milestone.
Yes, but it should stay lightweight. A solo roadmap is most useful when it limits work in progress, protects the core loop and makes the next playable outcome obvious.
Use dates for real external commitments and near-term targets. For uncertain work, track order, risk and exit criteria first. False precision creates pressure without making the game easier to finish.
The downloads are spreadsheet references in Excel and CSV formats. ForgeBoard currently gives you a purpose-built roadmap where you can create and reorder phases, milestones and tasks directly.
Plan the next build