The playbook

How to ship and not get REKT

It sounds simple because it is. The hard part isn’t knowing what to do — it’s getting over the hurdle and doing it. Here’s the whole game, six rules deep.

01

Pick one. Kill the rest.

Three half-built projects ship nothing. One does. Choose the single idea you can actually finish, and let the others wait their turn — a clock you can keep beats a backlog you can't.

02

Ship one feature, not the dream.

The goal isn't the grand vision — it's the smallest slice that's genuinely usable and live. Cut scope until it's almost embarrassing, then ship that. You can add the rest once real people actually want it.

03

Live beats perfect.

A rough thing on the internet teaches you more in a day than a polished thing on your localhost teaches you in a month. Perfect is a way of hiding. Put it where strangers can break it.

04

Most ideas die. That's the job.

Shipping isn't one big win — it's volume. Plenty of what you launch will flop, and that's completely normal. Ship lots, watch what gets traction, then pour everything into the one that sticks.

05

The clock is the point.

A deadline you might actually miss is what turns "someday" into "today." The countdown isn't pressure for the sake of it — it's the forcing function that makes you cut scope and decide. Lean into it.

06

Just start.

The hardest commit is the first one. You don't need a plan, a logo, or permission — you need a clock running and enough people watching that backing out feels worse than shipping. Arm it. Tell someone. Make it real.

That’s it. Now go put a clock on it.

Reading about shipping is just a fancier way of not shipping. Arm a countdown, pick the smallest thing that could possibly work, and get it live before the clock hits zero.

🚀Shipped!