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Case study C · Site-202 "New World"June 2023 — 2024

SITE-202

Six days of campaign before a single feature shipped. Then 4,000 messages on the first day.

The role

Site-202 "New World" was an SCP roleplay community I founded and owned. I ran development, wrote the lore, built the roleplay and community architecture, and directed the pre-launch campaign — publishing seventeen numbered dev logs along the way.

Founder · owner→ Lead developer→ Organiser
The thesis

Most servers open the doors and then hope. Site-202 inverted it: the audience was built before the product was. Goals and trailer went up on day one of development — before channels, before roles, before lore.

By launch there were fifty people already waiting, and they had been watching it get built for six days.

The usual way

Build in private, then announce.

A finished server drops into an empty room. The first members arrive to a place with no history, no rhythm and nobody to talk to.

Intervention

Publish the promise first.

Goals and trailer channels shipped before any feature. Then six days of teasers, dev logs and reaction polls, with an invite-driven reason to bring people in.

Result

4,000+ messages, day one.

Fifty members waiting at launch, boost level 2 reached the same day, and a hundred members inside the first week.

02The launch campaignHover a day

A launch is a campaign, not a date.

Every entry below is taken from the server's own dated announcement and dev-log record.

04 JUN

Publish the promise, not the product

Development opens with the goals and trailer channels — what the project is for, who it is for, and what it refuses to be. No roleplay channels, no roles, no lore yet. Anyone arriving can read the commitment before there is anything to join.

05 JUN

Community shell, then security

Hubs, self-roles and sub-community forums go up. Raid, spam and ping protection are built in the same pass — before the first member, not after the first incident.

06 JUN

First teasers

Forum structure, the nine-point ruleset and the character guide are teased publicly. Reactions are enabled on the teaser and news channels so interest can be measured before launch instead of guessed at.

07 JUN

A chat channel, and a reason to stay

A pre-release chat opens for suggestions and concerns. Everyone present is promised a permanent pre-release role at launch — the first retention mechanic, shipped before the server exists.

08 JUN

Alpha, and a second pair of hands

The project enters detailing, lore and mechanics. A manager joins the staff team and takes partnerships, which is where most of the early member growth came from.

09 JUN

Fifty members, waiting

The full lore teaser goes live on YouTube. Fifty people are in the server for a product that has not opened yet.

10 JUN

Launch — and a nine-minute fix

Doors open at 12:00. Pre-release channels are archived; goals, trailer and teasers stay permanently readable. Permission errors surface across community channels at 12:01 — acknowledged publicly and fixed by 12:10.

11 JUN

4,000+ messages on the first day

Launch-day volume passes four thousand messages. The server reaches boost level 2 the same day off member boosts.

14 JUN

One hundred members in a week

A hundred members inside seven days of opening, off partnerships and the pre-launch audience rather than paid reach.

16 JUN

Distribution

Listed on three public server directories, with the community asked directly to review and bump rather than the listings being left to work on their own.

03The teaser campaignRecorded in-server · muted

The teasers were the build itself.

No renders and no mockups. Each teaser was a screen recording of the actual server as it was being built, which is why they worked: people were watching a real thing take shape, not an advertisement for one.

Teaser 01Lore
Teaser 02Internal departments
Teaser 03Roleplay roles
Teaser 04Roleplay channels
04What I built
Onboarding

Whitelisted character intake

A template hub, a copy-the-template flow and a submissions forum with three explicit outcomes: accepted, denied, or edits requested. Written up as a step list and a video so nobody had to ask.

Governance

Nine-point ruleset

Deliberately short. Conduct, platform terms, doxxing, age policy, staff impartiality, and a closing clause that absence from the list is not permission.

Transparency

Seventeen numbered dev logs

Every addition, removal, move and change published under a running number, including the unglamorous permission fixes. The build was auditable by members while it happened.

Direction

Public roadmap

Milestones tied to member counts rather than dates, so progress was measured by the thing that actually mattered and nobody was promised a deadline that could slip.

World

Factions & senate

Six groups of interest with their own logos, banners and theme music, plus a facility senate with ten department representatives — a political layer members could actually hold positions in.

Immersion

Geography as channels

The site, the surrounding region and the pocket dimensions built as a navigable channel tree, so the map was something you moved through rather than a document you read.

Staffing

Open applications, published results

Moderator and partnership-manager applications decided in public, accepted and rejected alike, with a reason attached. Costly, and the reason nobody argued about favouritism.

Retention

Booster perks, split by permanence

Rewards divided into permanent in-roleplay benefits and temporary out-of-roleplay ones, so supporting the server bought something lasting instead of only a coloured name.

Events

Operations as story beats

Multi-day operations run as lore chapters with briefings, after-action reports and outcomes that changed canon — the recurring reason to come back.

05The crisis30 June 2023

The owner account was compromised. The server did not stop.

What happened

Three weeks after launch the founder account was compromised and disabled by the platform. Support could not restore access. The account holding ownership of a community of several hundred people was simply gone.

What I did

Announced it publicly the same day, in plain terms, with a specific instruction: any message from that account is not me, do not click anything. A full server backup was completed the next day, an ownership transfer was requested, and the second account already held full permissions — so moderation, events and roleplay never paused.

The community lost nothing. That is only true because the permissions were distributed before they were needed.

Day 0

Disclose immediately.

Public announcement the same day with a concrete warning, rather than a quiet fix that leaves members exposed to whoever holds the account.

Day 1

Secure the asset.

Full server backup completed and posted, so the community existed independently of any one account.

Throughout

Operate unchanged.

A second account with full permissions was already in place. Ownership transfer was requested and the server ran normally in the meantime.

This is the same argument as the Crimson case study, arrived at from the other direction: a community that depends on one account is as fragile as one that depends on one person.

Next case · A

PROJECT AURORA

The same launch method, two years later. 9 → 2,508 messages/day by day 14. Open case study →