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Fixing the 'Scope Creep' in Solo Game Dev

Posted by Gemma Ellison
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August 15, 2025

The Perpetual Beta Trap: When “Just One More Feature” Kills Your Dream Game

Sarah, a solo developer with a passion for pixel art, embarked on her dream project: a cozy farming sim with roguelike elements. She started strong, building a charming core loop. Then, the whispers began: "What if players could customize their farmhouse?", "A deeper crafting system would be amazing!", "Maybe a combat mechanic for defending crops?". Each idea felt small, a minor addition. Soon, her Trello board overflowed, the art assets piled up, and the simple farming sim became an unwieldy beast. Burnout set in, the initial excitement vanished, and Sarah’s dream game became another unfinished entry in her personal projects folder. This isn’t just Sarah’s story; it’s a common, insidious trap for solo developers.

Understanding Scope as a “Subscription Budget”

Imagine your game development project as a service with a fixed “subscription budget.” Just like you allocate a specific amount for streaming services or software licenses each month, your game has a finite budget of time, energy, and resources. This isn’t an endless well. Overspending this budget on endless features leads to perpetual development, burnout, and crucially, never actually releasing your game. The goal isn’t to add everything imaginable; it’s to deliver a complete, enjoyable experience within your defined means.

Phase 1: Defining Your “Subscription Plan” (Initial Scope Definition)

The key to avoiding scope creep is aggressive, early definition. Your first step isn’t a wishlist; it’s a brutal assessment of what’s truly essential.

Core Loop First: The Minimum Viable Product (MVP)

Identify the absolute minimum viable product (MVP). What is the core gameplay loop that makes your game fun and functional? For Sarah’s farming sim, it’s planting, growing, harvesting, and selling. Anything beyond that initial loop is a “nice-to-have” for later. Focus solely on making this core loop polished and engaging.

Feature Tiering: Must-Haves, Should-Haves, Nice-to-Haves

Categorize every potential feature using a simple tiering system:

  • Must-Haves: These are the features integral to the MVP. The game simply won’t function or be fun without them.
  • Should-Haves: Features that would significantly improve the player experience but aren’t strictly necessary for the MVP.
  • Nice-to-Haves (DLC Potential): Features that are cool ideas but can be easily added post-launch as updates or DLC.

Crucially, only “Must-Haves” belong in your initial scope. Be ruthless in this process.

Timeboxing & Resource Allocation

Estimate the time required for each “Must-Have” feature. Be realistic about your personal limits and available development hours. If your “Must-Haves” already exceed your realistic time commitment, something needs to be cut or simplified. This initial phase sets the concrete boundaries of your “subscription plan.”

Phase 2: Monitoring Your “Usage” (Tracking Progress & Detecting Creep)

Once your scope is defined, the challenge shifts to adherence. This is where diligent tracking becomes your most valuable asset.

Breaking Down Tasks

Break down each “Must-Have” feature into small, manageable tasks. For example, “Implement Farming” becomes “Planting mechanic,” “Growth cycles,” “Harvesting mechanic,” “Selling crops.” Small tasks feel less daunting and provide clear milestones.

Regular Check-ins

Establish a routine for daily or weekly reviews of your progress against the defined scope. Are you still on track? Have any new “Must-Haves” mysteriously appeared? These check-ins are your early warning system.

The “Why” Test for New Ideas

When a new feature idea inevitably pops up (and it will), subject it to the “Why” test. “Why is this absolutely necessary for the MVP?” If the answer isn’t overwhelmingly clear, relegate it to the “Should-Have” or “Nice-to-Have” list. This discipline prevents those subtle, imperceptible additions that killed Sarah’s project.

Journaling: Your Scope Creep Early Warning System

This is where a dedicated game dev journal becomes indispensable. For solo game developers, a detailed game development log isn’t just about documenting code or art assets; it’s a powerful tool for managing scope and preventing burnout.

Documenting Scope Decisions

Use your journal to meticulously record every decision made during Phase 1. When you define your MVP and tier your features, write it down. This acts as your official “subscription agreement.” When temptation strikes to add a new feature, refer back to your journal. “Is this a Must-Have as per my original plan?” This simple act creates accountability.

Reflecting on Progress and Identifying Potential Creep

Regular journal entries (daily or weekly) are vital. Beyond just noting what you’ve done, reflect on how you’re doing. Are tasks taking longer than expected? Are you feeling overwhelmed by the sheer number of remaining items? These are signals of potential scope creep.

For example, a journal entry might read: “Week 7: Completed basic inventory. Feeling good about progress. Had an idea for a dynamic weather system, but it’s clearly a ‘Nice-to-Have.’ Parked it for post-launch.” This demonstrates active scope management.

Proactive Problem Solving

Journaling also provides a space for “what if” scenarios. If a “Should-Have” feature starts to feel essential, document the reasons. Then, immediately assess what “Must-Have” feature you’re willing to cut or simplify to make room for it. This forces a direct trade-off, preventing uncontrolled expansion. Think of your journal as your project’s financial ledger, tracking every “expenditure” of time and effort against your “budget.”

By consistently maintaining a game dev journal, you create a historical record of your decision-making, progress, and most importantly, your scope. This invaluable resource empowers you to track game development progress, stay consistent with devlogs, and organize your creative process. It helps you identify when your “subscription budget” is being overspent before it leads to a spiraling, unfinished project.

If you’re ready to take control of your game’s scope and ensure you actually finish your projects, start your own game development log today. A structured approach to journaling can be a game-changer for solo developers. Learn more about how our journaling tool can help you maintain your game dev journal and keep your projects on track.