Phase 1 — Alpha Playbook
Goal: prove the core loop retains a small group of real users. Not growth. Not press. Retention and qualitative truth.
Who to invite (the atomic network)
Pull from existing Cinevva users, in priority order:
- Top 3D-asset generators. They already have inventory to place, so they hit the creator aha fastest. Query the generations table for users with the most completed 3D generations.
- Active community members. People who engage (radio, Discord, replies). They give feedback and tolerate rough edges.
- Users with a social following. They produce shareable screenshots later. Do not over-index here for alpha; they matter more in beta.
Target 50, invite ~80 to clear no-shows. Exclude @cinevva.com from "real user" metrics.
Invite mechanic
- Personal email from Mariana, not a mass blast. Tone: "We built something new and want you to be one of the first fifty people inside it."
- Unique invite link granting access. The world is not publicly reachable in Phase 1.
- In-world feedback button (screenshot + free text to a D1 table).
- Weekly 20-minute calls with the 5-10 most active testers.
The first session must deliver the loop
Founders' Quest framing: the alpha is a frontier being settled, and the invitee is a founding citizen. The opening is not "here's an empty plot." It is a short guided objective chain that doubles as the tutorial: arrive, claim land, place your first object (creator aha), reach the first landmark, leave your mark, earn a founder badge. This gives a solo player something to do when no one else is online, routes the few online players into collision points, and gives a reason to return.
Hard requirement before any invite goes out: the world must be seeded (AI + curated) so the first invitee lands in a populated place, not a tech demo. Empty world = dead alpha.
Pre-launch seeding checklist
- AI-generated + curated content placed across the starting area (target: feels inhabited, not a void).
- 5-10 internal showcase plots built by the team to demonstrate the ceiling.
- The mission/loop is playable end-to-end solo.
- First-object-in-under-60-seconds path verified on a fresh account.
- Analytics wired: session length, D1/D7 return, first-object time, objects placed, plots claimed, reactions, feedback events.
- Crash/error reporting live. 48-hour load test with simulated 50 players passed.
Weekly cadence
- Mon: pull last week's retention + activation numbers, review feedback table.
- Wed: ship the top 1-2 friction fixes identified by testers.
- Fri: calls with most-active testers; capture the best plots as screenshots/clips for the eventual beta trailer.
Phase 1 success criteria (gate to Phase 2)
These must hold before opening a public beta:
- Island/world loads playable in under 5 seconds on broadband desktop.
- 50 concurrent at 60fps on mid-range desktop; zero server crashes over a 48-hour test.
- First object placed in under 60 seconds from landing, for a majority of new testers.
- Retention signal: a recognizable cohort returns in week 2 without being prompted. If nobody comes back on their own, the loop is not fun yet. Do not paper over this with reminder emails.
- 5-10 plots good enough to screenshot for marketing.
If the retention signal fails, we do NOT proceed to beta. We fix the loop or rethink the thesis. See kill-criteria.