Six weeks, six crises A game about shipping software

Will It Ship? Probably not.

Set out a plan in good faith. Then apply the things that actually happen to plans, and watch the date move gently, inexorably, to the right.

Progress is saved in this browser and nothing leaves it.

Save the Launch — a campaign in ten projects

Ten projects. Each one worse than the last.

You run delivery. Every week brings a crisis with three ways out, none of them clean. Ship before the money, the morale or the goodwill runs dry, and the next project is yours — whether you want it or not.

Campaign progress 0 / 10 0 stars

Levels

How it works

One crisis a week. Three responses, trade-offs shown up front. Choose, and the week runs: the team does work, payroll leaves the building.

One recovery a week, if you want it. Cut scope, hire, protect focus, pay down debt, push overtime or move the date. Each has a price.

Ship to unlock the next level. Stars for shipping, shipping on time and under budget with a team still speaking to you.

Lose when the money, morale or stakeholder support hits zero, or the weeks run out.

Progress saved in this browser

Week 1 of 6

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Recovery — one per week, before you answer

The state of things

Work remaining
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Budget left
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Morale
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Stakeholder support
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Engineers
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Weekly progress
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What happened

The verdict

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Week 0
Planned — Forecast — Slippage —

The damage

Forecast cost
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Ship confidence
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The brief

Reality — apply as required

Recovery — applied immediately, undoable

Log

Method — how the numbers move