Manage dev teams. Hit deadlines. Deliver quality. OTIF is a kanban board simulation where every hire, every card, and every decision has a cost — and the client is watching.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“OTIF is a complete simulation with a working core loop, but there
is more we want to build:
More levels,
more team dynamics,
more ways for things to go wrong.

Early Access lets us ship what works now, get it in front of people who understand project management, and let their experience shape what comes next. We'd rather build with players than guess at what they want. As in true development we want to be agile”

Approximately how long will this game be in Early Access?

“We expect to be in Early Access for around 6 to 12 months.”

How is the full version planned to differ from the Early Access version?

“The Early Access version includes four playable levels across
increasingly complex delivery scenarios — from a simple four-stage
workflow to a full ten-stage enterprise pipeline.

We plan to expand the full release with additional client scenarios
and level types, new team roles and hiring dynamics, a fatigue and
overwork system that affects team performance, crisis events that
introduce mid-project disruptions, WIP limit mechanics, and deeper
retrospective analytics. The full release will also plan to include
additional polish across audio, UI, and accessibility options.”

What is the current state of the Early Access version?

“The core simulation is complete and stable. Players can hire teams,
manage task cards through a multi-stage kanban workflow, control
time progression, track budget and burn rate, and receive a scored
project retrospective at the end of each level.

Four levels are included: Coffee Shop Website, Candle eShop, Vape
Shop Website, and Enterprise. Each one introduces additional
workflow complexity and team constraints. Audio, visual polish, and
some UI features are still being actively developed and will
continue to improve during Early Access.”

Will the game be priced differently during and after Early Access?

“Yes. We plan to raise the price when the game leaves Early Access
to reflect the additional content and features added during
development. Players who support the game during Early Access will
get the best price.”

How are you planning on involving the Community in your development process?

“We'll monitor the Steam Community Hub actively and take level
balance, difficulty, and feature requests seriously. The game
targets people who work in software delivery — project managers,
team leads, developers — and that audience tends to have strong,
well-reasoned opinions. We want to hear them. Updates during Early
Access will be announced via Steam news posts, and we'll be
transparent about what we're building next and why.”
Read more
This game is not yet available on Steam

Planned Release Date: Q3 2026

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About This Game

OTIF puts you in front of the whiteboard.

You have a kanban board, a team, a budget, and a deadline. The client wants it On Time,

In Full. How you get there is up to you.

BUILD YOUR TEAM

Hire junior and senior developers, QA engineers, and project managers — each with their

own day rate, skill ceiling, and success rate. A junior dev is cheap but risky on large

tasks. A senior costs three times as much but rarely fails.

OTIF puts you in the chair of a delivery-obsessed project manager.

You have a kanban board, a team, a budget, and a deadline. The client wants it On Time,

In Full. How you get there is up to you.

BUILD YOUR TEAM

Hire junior and senior developers, QA engineers, and project managers. Each has their

own day rate, skill ceiling, and success rate. A junior dev is cheap but risky on large

tasks. A senior costs three times as much but rarely fails.

MANAGE YOUR BACKLOG

Every feature starts as a card. Move it from Backlog → To Do → In Progress → Testing →

Done. Sounds simple. It isn't. Cards stall, bugs surface, rework happens. Your velocity

depends entirely on whether you staffed correctly.

WATCH THE CLOCK

Time runs in real days — and you control the speed. Pause to think. Fast-forward when

things are flowing. The deadline doesn't care.

SCORE LIKE A CLIENT

At the end of each project you receive an executive retrospective: Speed, Quality,

Features Delivered, Cost Efficiency. Hit all four and you've earned it. Compromise on

one and explain why.

FEATURES

— Kanban board simulation with realistic team dynamics

— T-shirt sizing system: XS tasks to XL subsystems

— Role-based processing with skill caps and quality risk

— Variable time speed (0.25× to 8×) with full pause control

— Budget tracking with daily team burn rate

— Post-delivery retrospective with scored metrics

— Multiple levels across different client scenarios

— Clean, professional whiteboard interface

This demo includes the first two levels. The full game features additional clients,

team constraints, and increasingly brutal delivery pressures.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

This game currently uses AI generated artwork and assets

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Any GPU supporting OpenGL 3.3
    • Storage: 500 MB MB available space
    Recommended:
    • OS: Windows 10 / 11 64-bit
    • Processor: Windows 10 / 11 64-bit
    • Memory: 8 GB RAM
    • Graphics: Any dedicated GPU
    • Storage: 500 MB MB available space
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