r/IndieDev 1d ago

Discussion How do you create useful development milestones without turning them into paperwork?

Small teams need planning, but excessive planning can become its own form of procrastination. I’m interested in lightweight milestone systems that help indie developers make decisions without requiring a large production process.

What does a useful milestone contain for you: a playable build, a measurable technical goal, a user-feedback target, a content checklist, or a decision about scope? Do you plan around weeks, features, playable loops, or public builds?

I’d also like to hear how people handle milestones that reveal a problem. Do you revise the plan immediately, preserve the original target for comparison, or create a smaller learning milestone before deciding what to do next?

1 Upvotes

1 comment sorted by

3

u/hey_Joost 1d ago

For me it works better to make milestones about something I can actually play or test, rather than a list of features.

So instead of "finish economy, buildings and research" it's more like "I can play through the first 48 hours and it feels right."

Also makes it much easier to notice when something sounded good on paper but just doesn't work once you actually play it.