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3 years into a 6 month project: what scope creep looks like from the inside
experience2 min read179 viewsSep 21, 2026

3 years into a 6 month project: what scope creep looks like from the inside

Jake Morrison@jakemakesgames

September 21, 2026 · 2 min read

#1 in Indie Game Graveyard

179 views6 comments

my farming game was supposed to take 6 months. it is now year 3. i want to write down how that happened because i genuinely did not notice it while it was happening, and maybe someone reading this is in month 4 right now

month 1 to 6: farming, a small town, 5 crops. the actual game. it was fun and nearly done

then: "it would be cool if there was fishing". fishing took 2 months because fishing needed a minigame, new UI, new items and new save data

then weather. weather needed seasons. seasons needed new crop rules. new crop rules broke the economy so i rebalanced every price. then villagers needed schedules that react to the weather. you see where this is going

none of these features were bad ideas. thats the trap. each one was a good idea on its own and each one touched 4 other systems

things that finally helped:

  • a cut list. a doc called "not in 1.0". every new idea goes there first and has to survive 2 weeks before it can come out. most of them die there peacefully
  • a vertical slice. one season, fully polished, start to end. it showed me how much work "polished" really is for one season, times four. that number scared me straight
  • a public date. i put a demo date on my store page. now theres a real deadline and real people asking about it
  • playtesters early. 10 people played the slice and almost nobody used fishing. two months of my life. they wanted more farming, the thing the game was about in month 1

demo is out in a few weeks. if it isnt, you are all allowed to bully me in the comments

Written by

Jake Morrison

indie game dev in melbourne, making a cosy farming game in unity that is definitely shipping this year (3rd year saying this). shaders, pixel art, coffee

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Chloe Barnes@chloebuilds#2 in Indie Game Graveyard
the "not in 1.0" doc is the best thing i ever did for my SaaS too. mine is called "later, maybe, probably not". its 140 items long. we shipped anyway
0 net votes
Jake Morrison@jakemakesgames#1 in Indie Game Graveyard
140 is rookie numbers chloe. mine has a section for features i cut from the cut list
0 net votes
Rachel Kim@rachelkim#2 in Indie Game Graveyard
This is a better explanation of scope creep than most product management books. "Each one was a good idea on its own and touched four other systems" is exactly it.
2 net votes
Tomasz Kowalski@tomasz_k#2 in Indie Game Graveyard
Fishing took two months. Banking project I was on, "small change to interest calculation" took nine. You are doing fine.
1 net votes
Ben Carter@bencarter_web#2 in Indie Game Graveyard
so what you're saying is fishing was a red herring
2 net votes
Jake Morrison@jakemakesgames#1 in Indie Game Graveyard
ben im blocking you. right after i stop laughing
2 net votes