Kill the ticket.

Your team makes the game. KTT does the admin. It reads the commits, chat, meetings and playtest footage, and keeps the board, the design and your publisher reports true. Nobody updates a ticket.

Night Shift Arcade · Space Invaders remake · week 3 Reading the studio
What just happened
Example studio and team. Every card moved because of the work, and shows what moved it.

Simulated three-week sprint, four people:65/68 real changes reached the board56 the same day23/24 owners right at the end

A studio whiteboard kanban of handwritten game tasks with weeks-old dates, one card curling off and another fallen below the board
Most studio boards, three weeks into a milestone.

Your board is a week behind, and everyone knows it

  • Cards move by hand, so the board drifts behind the work until nobody trusts it.
  • Work waits for tickets, or happens off the books where nobody can see it.
  • The real status lives in someone's head. When the publisher asks, the founder rebuilds it from memory and Slack scrollback.

One Thursday at Night Shift Arcade

Six things the team did anyway, and what KTT did with each. Nobody opened the board.

Commit · main

a3f9c21 Kofi Mensah
fixes SI-T-9: one player missile on screen at a time

SI-T-9 Player firing → Donecommit message names the task · 80%
Asset checkin · no ticket key

Lena Vogel: "final sheet + atlas"

SI-T-22 Sprite set → Donematched by looking at the sprites · 74%
Playtest review · recording

"Five lives makes the early waves a formality. Let's go to three." Sam Ortiz

Design change drafted: lives 5 → 3sent to Sam to confirm, see below
Playtest footage · session 14

12:31 of 40:12 · the missile passes straight through a barrier

SI-T-14 Barrier collision → back to In progressclip at 12:31 attached · 70%
Chat · #si-audio · from Osaka

Aiko Tanaka: "SI-T-20 is in. One shared context, 3 voices. Kofi, can you call audio.tick() from the loop?"

SI-T-20 Audio foundation → Donechat · 60%
Email · Aiko → Sam, cc Kofi

"The explosion can't be wired until there's a hit event to listen to, so SI-T-21 is blocked on SI-T-13 for me."

SI-T-21 Sound cues → Blocked by SI-T-13email · 80%

A board you can argue with, and win

Every value shows where it came from. A person's correction always beats the AI, and design changes need one word from the person who owns them.

SI-T-11Two-frame invader animation
StatusDone● Pinned by Sam
A tweak commit moved it back to in progress. Sam pinned it to Done, so later claims are ignored until he unpins it.
OwnerLena Vogel85%
Week 3 planning recording: Lena takes the invader animation as soon as formation lands.
Blocked bySI-T-1080%
Same recording. Cleared when the formation commit landed on Monday.

Click any field to see its evidence.

KTT14:20
From today's playtest review: player lives 5 → 3. Kofi's player movement (SI-T-8) was built for 5.
− Player starts bottom-centre with 5 lives and score 0.
+ Player starts bottom-centre with 3 lives and score 0.
yesnoreply with what it should say
Sam Ortiz14:21
yes
Merged to design/SI-SW-3.md · SI-T-8 flagged: built for 5 lives

The design lives as Markdown in git. No ticket is created to change it.

Pins stick. A person's correction holds until a person releases it. No agent quietly undoes it.

Autonomy is earned. What the AI may do alone is set per action by its measured accuracy. Every correction counts against it.

Nothing is thrown away. Every raw signal is kept as it arrived. When a better model comes out, it re-reads the whole history and the board rebuilds.

No lock-in. Plain Markdown and git, and any AI vendor. Jira and Confluence connect, but the record never lives inside them.

It tracks work, not people. KTT never shows hours, activity or "last seen". Your studio decides what it may record, and nothing it records is used to measure anyone.

Publisher reports write themselves. Promises get tracked.

Milestone reports and backer updates are generated from the log when you need them, with every line citing its evidence. Anything promised in them is followed until it's kept or missed.

Sent

Pixel Harbor showcase build: status

Generated 25 Sep 2026 · as of log event 1,284 · frozen at send
  • Playable end to end: formation, firing, barriers, scoring and sound[4]
  • Player death is a simplified version for the showcase[2]
  • High-score saving was cut from this build on 21 Sep[1]
  • Testing of the showcase build begins 28 Sep[1]
PromiseMadeStatus
A playable build for the showcase on 25 SepEmail to Pixel Harbor, 15 SepKept
Full player death and respawnShowcase report, 25 SepOpen
Vertical slice by MarchBacker update, AugAt risk

Nobody remembers what they promised a backer six updates ago. KTT does. (Example studio and promises.)

Every milestone made. You choose how good.

Nobody estimates. Early in a milestone the whole game goes in at bronze: placeholder art, one sound per event, the full loop playable. Every day after that is upgrading to silver and gold, measured in the build.

Behind schedule means more of it ships at bronze. It never means there's no build.

Watch the same sprint two ways

Player firingInvader formationGame loop Player movementCollisionsAlien missiles Score and HUDSound cuesSprite art Invader animationBarriersWin and lose High scoresDifficulty selectEnd screen

Showcase day, bronze first: all 15 features in, playable since day 4.

Works with what you already use

GitPerforcePlasticSlackDiscordTeamsGmailOutlookMeeting recordingsAny CIPlaytest footageMiroFigmaJiraConfluence

Each source has one adapter that stores what it reads exactly as it arrived, so swapping a tool never touches your history. Ticket keys in commit messages still help, but nobody has to add them.