Brainloot is project management built for game development teams. It combines a web-based board of collectible-style cards with native Unity and Unreal Bridges so that the same tasks appear inside the editor where the team is actually building, as well as on the web and on a phone. The product is aimed at game studios and small teams that need one studio board for their entire development cycle, from design through shipping. Discord intake routes player bug reports and feature requests onto that board, and public read-only boards can be shared with a community. It is free to start, works in the browser, and Unity can be added afterwards.
Game teams typically work across several disconnected places. Design decisions live in a task tracker, the work happens inside Unity or Unreal, players and testers report problems in Discord, and progress is checked on the web or on a phone. The Brainloot website frames its purpose around that split: rather than an overwhelming backlog, it offers a small active set of cards to work from, and it keeps the team on the same tasks whether they are in the editor or elsewhere. Because the web board acts as the system of record, web, editor, and phone stay aligned instead of drifting apart. Discord intake exists so that community feedback becomes tracked cards instead of being lost in chat.
The Unity and Unreal Bridges are the product's core technical connection to the engine. The Unity Bridge is described as early beta and provides an editor dock plus Scene pins, and pins let a card be linked to objects. The published feature list states that native bridges link cards to objects, actors, prefabs, and scripts. That means a task such as fixing a boss spawn in a courtyard, baking a nav-mesh, or pinning a loot chest can be attached to the actual scene object it concerns, so the card and the thing it describes stay connected while the team builds. The Unreal Bridge is listed as coming or alpha. For a team, this reduces the switch between where the work happens and where the work is tracked, because the same card is visible in the editor dock without leaving the build environment.
My Hand is a personal task tray for deep work. The site describes it as a small active set that you draw cards into and then draw again - the example on the homepage shows three cards in play, such as a hand card for a boss spawn in a courtyard alongside engine cards for a nav-mesh bake and pinning a loot chest. Focus Mode pairs with My Hand so that the person works from a limited active set rather than the full backlog. Around that personal layer sit Guild seats, which add shared decks, milestones, and permissions for teams. The flow described is "Solo Hand first. Guild seats when you need them", with the same board available on mobile so the same Hand and Focus carry over to a phone.
Discord intake turns community activity into tracked work. Players log bugs in a Discord server and those reports land as cards on the board. Testers can send feature asks into a deck defined for that server, and short feedback notes from the community are captured as loot cards. The concept of an intake deck means one Discord deck feeds new reports onto the studio board, so the team does not have to copy things by hand. The pricing table refers to Discord /bug and /feature intake as a feature available even on the free plan. For studios running playtests or early access, this gives a channel where the player or tester voice converts directly into cards on the same board the team already uses.
Work is organised with decks, cards, and custom views in a Kanban-style setup, supported by custom lanes and card presets. Decks, cards, and lanes let a studio shape the board around how it actually plans work rather than a fixed template, and presets speed up creating recurring kinds of cards. Milestones let the team plan milestones, track progress, and aim at shipping goals. Reports show what is moving, what is stuck, and what the team has shipped, which supports reviews and planning. Public board sharing lets a team expose a read-only board to its community, and invites, seats, and shared guilds handle who is on the team. The same board runs on iOS and Android so members stay productive away from the desk.
Brainloot's approach is to make the web board the system of record and treat everything else as a window onto it. The editor Bridges, the phone app, and the web board all show the same tasks, so a change made in one place is reflected in the others. The card metaphor is deliberately collectible: cards are drawn into My Hand, played, and replaced, which keeps the active set small and the backlog out of the way. Discord sits at the intake edge of this system, converting outside reports into cards, while public read-only boards sit at the output edge, letting a community follow progress without editing anything. Unity and Unreal are connected through bridges rather than by moving work out of the engine.
The stated outcome is a single studio board where web, editor, and phone agree. Teams work from a small active set instead of an overwhelming backlog, which the site frames as the way to focus on what matters. Because cards can be linked to objects, actors, prefabs, and scripts, context travels with the task. Discord intake means player and tester reports arrive as tracked cards automatically rather than being handled manually, and reports give visibility into what is moving, what is stuck, and what shipped. Milestones support hitting shipping goals, and free-to-start pricing with no card required lowers the cost of trying the workflow.
Concrete scenarios implied by the site include a Unity studio pinning a card to a scene object such as a boss spawn in a courtyard, so the design and engineering work is visible inside the editor dock. A tester community on Discord can log bugs with /bug or request features with /feature, and those become cards in a deck on the studio board. Solo developers and game-jam teams can work from a small Hand of active cards without setting up a large team structure, then add Guild seats with shared decks, milestones, and permissions when the team grows. Student teams can share decks and follow the same board, and studios running public playtests can share a read-only board so their community can see progress.
The site says Brainloot is trusted by indie studios, solo developers, game jams, and student teams. Integrations listed are Unity (early beta), Unreal (coming or alpha), Discord (with a community), web as the system of record, and phone as mobile ready, with more tools coming soon. Pricing starts free forever at £0, with no credit card required, and includes Hand & Focus Mode, the web board in the browser, the Unity Bridge and Scene pins, Unreal Bridge marked as soon, two workspaces, five decks and 52 active cards, Discord /bug and /feature intake, public board sharing, invites, seats and shared guilds, and custom lanes and card presets. Pro is £9 per month or £90 per year and raises limits to ten workspaces, 250 decks and 50,000 active cards. Team is £14 per seat per month or £140 per seat per year with 50 workspaces, 250 decks and 50,000 active cards. A Founder year offer is available at £45 for Solo and £70 per seat for Team across 52 founding spots, with the first year annual and standard rates of £90 Solo and £140 per Team seat afterwards.
Brainloot's value proposition is one studio board shared by web, the Unity and Unreal editors, and mobile, with a focus system that keeps each person's active work small, Discord intake that turns community reports into cards, and milestones and reports that show progress toward shipping. It is free to start.