Brainloot is project management for game teams, built around Unity and Unreal Bridges so that a studio's team sees and updates the same tasks directly in the editor. It is aimed at people who make games: indie studios, solo developers, game jam participants, and student teams. The product is described as game-dev project management where web and phone stay on the same studio board, and where Discord intake is available when a team wants a player deck. Its stated purpose is to take a game from idea to release inside one workspace that covers the entire development cycle.
Brainloot's core promise is focus. Its collectible-card boards run on the web with My Hand and Focus Mode, so that a developer works from a small active set rather than an overwhelming backlog. Game teams also lose work in a second, familiar way: player bug reports, feature requests, and short feedback notes arrive in a community Discord server, while the real work happens inside the Unity or Unreal editor. Brainloot's answer is to keep the same tasks in the editor, on the web, and on the phone, and to route Discord feedback into the board so it becomes tracked work instead of a message that scrolls away.
Native bridges sit at the centre of Brainloot's game-development focus. The Unity Bridge ships with an editor dock and Scene pins, and Brainloot links cards to objects, actors, prefabs, and scripts so that a task can point at the exact thing in the project it refers to. Scene pins are highlighted as a way to pin tasks to GameObjects, keeping a bug or a to-do attached to the part of the scene where it belongs. The Unreal Bridge is described as coming in alpha, and Brainloot lists Unreal task management alongside its Unity task management. Teams using either engine get the same tasks in the editor rather than a separate tool they must leave the editor for.
The board itself is organised with decks, cards, and custom views in a Kanban style, so a team can organise work its own way. Decks and custom lanes, together with card presets, let a studio shape the board around how it actually builds a game, while each card represents a piece of work such as a boss spawn, a nav-mesh bake, or a pin on a loot chest. My Hand is a personal task tray for deep work: a small active set of cards that the developer draws from, described on the site as three in play. Focus Mode supports the same idea of working from a limited, deliberate set of tasks. Milestones let a team plan toward shipping goals, and Reports show what is moving, what is stuck, and what the team shipped.
Discord intake is the community-facing half of the product. Players log bugs in a Discord server and they land as cards on the board; testers request features into a deck that the team defines for that server; and short notes from the community are captured as loot cards. The result is a single intake deck where new reports show up on the studio board, driven by Discord /bug and /feature intake. Brainloot also supports public read-only board sharing, so a team can share a board with its community. On the client side, the mobile apps for iOS and Android carry the same board, the same Hand, and the same Focus Mode, and the site describes the web board as the system of record, with the live board keeping everything in sync.
The overall approach is one studio board with several surfaces. The web board is the system of record, the Unity or Unreal editor dock shows the same tasks where the team builds, and the phone carries the same Hand and Focus Mode for work on the go. Brainloot describes the model as solo Hand first, guild seats when you need them: an individual starts with a small active hand of cards and draws again when those are done, while guild seats add shared decks, milestones, and permissions for a team. Because every surface reads from the same board, a card updated in the editor, in the browser, or on a phone is the same card everywhere rather than a copy.
The benefit stated throughout the site is a smaller, clearer working set: instead of facing an overwhelming backlog, a developer pulls a few cards into My Hand and ships from one studio board. Teams keep planning and production in one place from idea to release, can plan milestones and track progress toward shipping goals, and can see in Reports what is moving, what is stuck, and what has shipped. Community feedback stops being lost because it arrives as tracked cards, and players and testers can follow progress through a public read-only board. Mobile access means the board is available away from the desk, and the Unity Bridge means the same tasks follow a developer into the editor.
The site describes several concrete situations. A player finds a bug and reports it in the studio's Discord; the report lands as a card on the board. A tester asks for a feature in a deck the studio defined for that server, and the request becomes a tracked card. Short community notes are captured as loot cards so nothing is lost in the chat stream. Inside Unity, a developer pins a task to a GameObject, such as a boss spawn in a courtyard, a nav-mesh bake, or a loot chest, so the work is attached to the scene object. A solo developer opens My Hand, puts three cards in play, and works through them before drawing again. A studio plans milestones toward a release and checks Reports to see what shipped. And a team shares a public read-only board so its community can follow along.
Brainloot is free to start with no credit card required, and it runs in the browser with Unity added after. Free covers Hand and Focus Mode, the web board, the Unity Bridge and Scene pins, Discord /bug and /feature intake, public board sharing, invites, seats and shared guilds, and custom lanes and card presets, with 2 workspaces, 5 decks, and 52 active cards; the Unreal Bridge is marked as soon. Pro is 9 GBP per month or 90 GBP per year with 10 workspaces, 250 decks, and 50k active cards. Team is 14 GBP per seat per month or 140 GBP per seat per year with 50 workspaces. A founder year offers Solo at 45 GBP and Team at 70 GBP per seat across 52 founding spots, first year annual, after which standard rates of 90 GBP Solo and 140 GBP Team seat apply. Integrations listed are Unity (early beta), Unreal (coming / alpha), Discord, web, and phone, with more tools coming soon.
For game teams, Brainloot's value proposition is straightforward: one studio board, the same cards in the editor, on the web, and on the phone, Discord intake when a player deck is wanted, and a focus model that keeps the active set small. It is free to start, and it is built specifically for how game developers work.