Hey IH — I’m Ant. I’ve shipped games and used basically every PM tool. They’re fine for tickets. They’re terrible when the real work lives in Unity and Discord.
You know the loop: grey board nobody opens, bugs rotting in a Discord channel, and no clean link between “this enemy spawn in the scene” and “this task on the board.” I got tired of duct-taping Trello/Linear/Notion onto a game pipeline that doesn’t think in tickets the way SaaS teams do.
So I’m building Brainloot — a Trello-shaped board aimed at game teams:
My Hand / Focus — a small active set so you’re not staring at the whole backlog
Discord → board — turn feedback into cards instead of losing it in chat
Unity Bridge + Scene pins (early beta) — pin work to what’s actually in the editor
Same board on web + phone
Public boards when you want to share a slice of the roadmap
I’m dogfooding it to build it — same board for Brainloot’s own Ship backlog. That keeps me honest about what actually gets opened every day versus what looks good in a feature list.
Where it’s at
Live / early access, still rough in places — I’m not pretending it’s finished
Unity Bridge is early beta; I’m not claiming Unreal yet
Billing/paid path is moving (founding offer on the site) while I learn what indie studios actually need
What I’d love from this community
If you’ve run a game project in generic PM tools — what broke first?
Solo vs small team: do you want editor-deep hooks first, or rock-solid mobile + Discord intake?
What’s the one thing you’d need before you’d move a live project off Trello/Linear?
Happy to answer anything — Unity hooks, Discord intake, or the messy parts of building in public.