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Launch Checklist Generator

4-phase checklist from D-14 to D+14 covering infrastructure, docs, Discord, team, content, testing, and post-launch metrics. Free.

Free · no account · rate-limited to 5/15min. For the full pack (13 documents + Launch OS install), start a project.

Why most FiveM servers die in their first 2 weeks

It's never the gameplay. Servers die because the launch was unprepared: rules weren't written, the welcome flow was broken, the whitelist took 4 days to review, the bot wasn't configured, the staff team hadn't practiced, and the first 20 testers couldn't figure out where to start. By Day 7, the player count graph is already trending toward zero.

A pre-launch checklist isn't a nice-to-have — it's the difference between "we opened with 50 players, half came back next day" and "we opened with 50 players, three came back". The first 14 days set the trajectory; you can't fix retention later.

What the generator above produces

  • 4 phases with day-precision: Foundation (D-14 → D-7), Pre-Launch (D-7 → D-1), Launch Day (D-0), Post-Launch (D+1 → D+14).
  • ~80 checkbox items across infrastructure, docs, Discord, team, content, testing.
  • Infrastructure: hosting picked, FXServer/txAdmin configured, framework installed (QBCore/ESX/QBOX), anti-cheat live, database backed up, restart schedule.
  • Docs: rules pinned, starter guide posted, FAQ live, whitelist published.
  • Discord: 30+ channels, 9 roles, permissions matrix, ticket-bot buttons, welcome DM.
  • Team: roles assigned, handbook read, practice tickets handled, launch-day rotation set.
  • Content: launch announcement, teaser posts, recruitment copy, graphics.
  • Testing: full new-player walkthrough, WL test with 5 dummies, ticket smoke test, economy test.
  • Launch Day hour-by-hour plan: T-2h staff check-in, T-1h restart, T-0 announcement post, T+0 to T+4 monitor, T+24 retro.
  • Post-launch metrics: Day 1 retention, WL turnaround time, first-response SLA, peak concurrency, churn rate.
  • Adapts to stage: launching = full checklist; rebuilding = focus on restructure items + community communication; growing = focus on scaling items.

Best practices we encode

D-14 starts when you commit, not when you're ready

Most server owners pick a launch date AFTER they've done the prep work. Better: commit to a launch date 14 days out, and let the deadline force the prep. The checklist works backward from D-0.

Test with humans, not just yourself

Phase 2 (Pre-Launch) requires 5–10 actual humans walking through your new-player flow blind. You will discover broken WL forms, confusing rules, missing welcome DMs, and unexpected permission errors that you cannot find by self-testing. Budget for this 3 days before launch.

Soft-open before public launch

Open to a closed cohort of 20–30 testers for 48 hours before public announcement. Use this to stress-test ticket SLAs, staff workflow, and economy. If 30 players break your ops, 100 will incinerate it.

Day 1 metrics matter more than launch hype

Bad servers obsess over "peak concurrent players on launch day". Good servers track "% of launch-day players who returned in the next 7 days". If your D+1 retention is below 30%, you have an onboarding problem; below 15%, you have a fundamentals problem.

Have a war room for first 8 hours

Launch Day requires staff in voice chat together for the first 6–8 hours. Issues that look like "just a bug" are usually permission misconfigurations or RP-rule edge cases that need fast collective decisions. Don't make staff guess solo on launch day.

Common mistakes to avoid

  • Launching without a soft-open. You only get one launch announcement; if it goes badly, you've burned reach. Soft-open first.
  • Untested whitelist on launch day. The WL form has a typo, the bot doesn't route applications, reviewers haven't agreed on scoring. Players join, can't apply, leave. Do a full WL dry-run with 5 testers, end-to-end, before D-0.
  • Day-of bugs in the welcome DM. New player joins, gets a broken DM with placeholder text. Test the welcome bot with 3 throwaway accounts before launch.
  • No backup plan if hosting craters. Have your hosting provider's status page open, know who to call, have a backup announcement ready ("We're experiencing X, expected fix in Y, sorry").
  • Ignoring D+7 retention. Most servers measure D+1 (because peak concurrent looks great) and ignore D+7. The Week-1 retention number is the actual signal.
  • Re-launches without acknowledging the past. If you're relaunching a server that died, your launch communication needs to acknowledge what changed and why this time is different. Otherwise old players assume nothing has changed and skip you.

FAQ

How long should the launch runway actually be?

Minimum 14 days for a serious RP server, 7 days only for a relaunch where infra/docs already exist, 30 days for whitelist-only servers needing a calibration phase. Less than 7 days is almost always a mistake — you can't test the WL flow, train staff, or build content runway in less than that.

What if I'm a solo founder with no team?

Two changes to the checklist: (1) Cut team-onboarding items because they don't apply. (2) Add 'recruit 2 staff' as a Phase 1 item — you cannot run launch + first 7 days alone without burning out. The generator scales the team section to your staffCount input.

Should I post launch announcements before D-0?

Yes — teaser posts at D-7 (announce launch date + 3 'what makes us different' hooks), reminder at D-3, final reminder at D-1, launch post at D-0 + 1 hour after open. Don't post the launch announcement at midnight; aim for evening peak in your target timezone.

How do I measure if my launch was successful?

Three numbers: (1) Day-1 returner % — what fraction of launch-day players returned within 24h. Healthy = 35%+. (2) Whitelist turnaround time during launch week — under 24h is good. (3) Ticket first-response time — under 30 min is good. The generator outputs these as post-launch metrics in Phase 4.

Can I run this checklist for a relaunch?

Yes — set serverStage=rebuilding in the form. The output shifts focus from 'build new infra' to 'restore trust, communicate changes, prevent old failure modes'. Includes a 'Reopening Charter' if rpStyle=relaunch.

Related tools

  • Whitelist Rubric — calibrate before opening to public on launch day.
  • Staff SOP — onboard your team before D-0; staff are the first thing players see.
  • Server Rules — must be posted before launch; otherwise launch-day disputes have no precedent.
  • Ticket Routing — verify all routes work during the soft-open phase.

Want all 13 docs + Launch OS install?

Launch Checklist is one of 13 documents in the full KeepGrid pack. The full pack also installs your Discord at D-7 with channels and roles preconfigured, so you only need to worry about content and team. See all plans — from Docs Pack $19 to Launch OS + Pro $59 + $19/mo.