A scope you can defend.
A pillar tree that turns “wouldn’t it be cool if…” into a list of features that fit your runway. Cut what’s outside the box, keep what does the work.
Designed for ease: generous spacing, no autoplay motion, and a dyslexia-friendly font on tap. Tune further below.
A workbench for indie game planning
Retconic is the planning layer between an idea in your head and a build in your engine. Frameworks, worksheets, and writing for indie studios who want a plan that fits on a page.
Where games begin and most stay.
The bit between thinking and building.
Where games actually get made.
— 01.
The space between an idea and a build is the messiest stretch of the entire process. Retconic gives that work a name, a shape, and the tools to do it well.
A pillar tree that turns “wouldn’t it be cool if…” into a list of features that fit your runway. Cut what’s outside the box, keep what does the work.
One page that holds together. Premise, pillars, mechanics, loop, vertical slice. Short enough to print, structured enough to ship from.
A record of what was decided and why. Six months in, when a designer asks why the dash cancels the parry, the answer is in the doc — not someone’s memory.
— 02.
Six worksheets, a pillar tree, a one-page GDD. Use them on whatever you’re already using, before anyone touches an engine. Shipping in early 2026 — subscribe below to be the first to know.
— Flagship
THE GAMBIT
Six worksheets, a pillar tree, and a one-page GDD template. Walks a team from “we want to make a game like X” to a defendable scope in an afternoon.
— Free, available now
THE GAME BOARD
Sixteen prompts in the order they actually fill. Print a clean grayscale handout to redraw weekly. No signup, nothing uploaded.