Adam Webb.
Kickstarter ·

Kickstarter Launch Checklist: The Order Matters More

Short answer: A Kickstarter launch checklist tells you what to do. It won't tell you the order, and the order is what slips launch dates.

You choose your Kickstarter campaign currency when you create the project, and you can never change it afterwards. Thirty seconds of thought in week one, locked forever, and it decides how every backer reads your pricing.

That’s the sort of thing a Kickstarter launch checklist misses, because a checklist and a schedule are not the same object. A checklist is a list of things to do. A schedule is those things in the order they have to happen, anchored to real dates. Almost everyone has the first and almost nobody has the second. As an official Kickstarter Expert Partner I’ve watched far more launches slip from bad sequencing than from bad work.

Why a Kickstarter launch checklist is not enough

Most founders can write the list. Video, page, rewards, ads, email, shipping. Nobody is missing the concept of “make a video”.

What sinks the date is dependency. Some tasks can’t start until another finishes, and if you discover that in week three you’ve lost a month. The failures are almost always the same shape: something that looked like week-eight admin turns out to have been week-one admin, and everything behind it shunts.

Three examples of the ordering nobody warns you about.

Validation before the funding goal, and the goal before the media budget. Founders do this backwards: pick a goal from the manufacturing quote, then work out the ad spend. The right order is to run a small validation sprint first so your cost per lead and average pledge are measured rather than guessed. Those numbers tell you the list size you need, which tells you the spend, which tells you whether the goal is real. Set the goal to what your list can clear on day one, and you can only know that number after you’ve measured something.

Your campaign page draft at seven weeks, not four. The page takes longer than anyone plans for because writing it exposes every unresolved question about the product. Start at four weeks and you’ll be rewriting reward tiers the night before launch.

Your email sequence written in one sitting, four weeks out. Not three emails knocked out in launch week. The pre-launch ramp is a four-week arc, and it only holds together if it’s written as one piece.

Eligibility is a week-one job and it kills campaigns

Here’s the one that genuinely ends launches rather than delaying them.

To create a Kickstarter project, your ID, your bank account, your payment card and your address all have to be in the same country. Not “roughly the same”. The same. Founders living abroad, using a partner’s account, or holding a company registered somewhere other than where they live discover this at the worst possible moment.

So account setup, bank details, ID verification, the eligibility check and your campaign name all belong in week one. They’re boring and they take an afternoon. Left until week eight, they’re the reason your date moves.

While you’re there: Kickstarter reviews your project once, and it takes three to six business days. That approval is also what unlocks your pre-launch page, so a first-time creator cannot start collecting Kickstarter follows until it clears. There is no second review before you go live. Once approved, launching is a button you press.

Live is not the same as found

Your own pre-launch landing page should go up months before launch, not weeks.

This is the single most common compression. Founders treat the landing page as a launch-adjacent task, put it live a fortnight out, promote it hard for ten days and end up with eighty emails. The page isn’t the problem. The page needed three months of traffic accumulating against it.

One rule that saves real money here: never send paid traffic to your Kickstarter pre-launch page. A follower there belongs to Kickstarter. You can’t email them, segment them or take them anywhere. Point paid traffic at your own page, capture the email, and then ask those subscribers to go and hit follow on Kickstarter. Organic mentions can point straight at Kickstarter all day; paid spend shouldn’t. If you’re starting from nothing, launching with no audience covers what that build actually costs.

The two jobs founders schedule as if they’re small

Almost every slipped date I’ve seen traces back to one of these two being written on the plan as a single line.

“Make the video” is ten jobs, not one. Script. Story structure. Shot list. The filming day itself. Founder-to-camera, which most people need two attempts at. Voiceover. Edit. Burned-in subtitles, because a huge share of your viewers watch on mute. Thumbnail. Vertical cuts for social. Each of those has a dependency on the one before, and the founder-to-camera piece in particular tends to need re-shooting once you’ve seen yourself on screen. Book it as a fortnight of elapsed time, not a Saturday. What the finished thing needs to do is covered in making a Kickstarter video that converts.

Shipping is a months-out decision, not week-three admin. Founders write “sort shipping” near the end and discover it’s four separate questions, at least two of which change the campaign page. Which countries can you realistically serve at all? What’s your rate card per region? How are duties handled, and does IOSS or a de minimis threshold apply? And do you charge shipping at pledge or collect it later in a pledge manager? That last one changes your reward tiers, so it cannot be a late decision. If you’re UK-based shipping into Europe, VAT on Kickstarter rewards is the part that catches people.

Neither of these is difficult. They’re just bigger than the single line they get written as, and both sit upstream of things you can’t finish without them.

Launch day: pick the slot, not just the date

Tuesday or Thursday, in the first ten days of the month, just after most people have been paid.

For the time, go where your list is rather than where you are. 5pm UK is midday in New York and 9am in California, which is the one slot that catches Britain in the evening and both US coasts in the working day. “Launch in the morning” is advice written by someone launching to one time zone.

That matters because of what day one does. Funding fast is what triggers Kickstarter’s own distribution, so the goal is to be fully funded inside 48 hours, not to make a respectable start.

The plan I build for people

I got tired of explaining this ordering one call at a time, so I built it into a product.

You give me your launch date and seven short answers about the project. I send back a dated week-by-week plan and tickable checklist built around roughly a hundred tasks, in dependency order, with a line on each explaining why it sits where it does.

It’s a hosted page rather than a PDF, which matters more than it sounds. The ticks save as you go, you can flip between a by-week and a by-phase view sharing the same progress, the timeline re-anchors from today’s date every time you open it, and it prints cleanly if you want it on a wall. If your runway is longer than the standard run, the plan spreads across the time you actually have rather than cramming everything into the final month.

It’s £99 on its own, and free with the £750 coaching programme. You can see the whole thing, including a sample plan, at the Kickstarter launch schedule page.

The honest pitch: it won’t do the work, and it won’t make the work smaller. It will stop you doing the work in the wrong order, which is the failure mode I see most often and the most expensive one to discover late. A slipped launch date costs you the season you were aiming at, and seasons matter more than founders expect.

Key takeaways

Want the plan for your date?

If you have a launch date in mind and no real sense of what should be happening this week, that’s exactly what the launch schedule is for. If you’re not yet sure the date itself is realistic, start with the launch readiness check. £99, or free if you’re already on the coaching programme.

And if you’d rather work through it together rather than tick it off alone, coaching covers the whole pre-launch with weekly calls, and includes both the schedule and your pre-launch web page build. Either way, sort the order before you sort the date.

Frequently asked questions

What should a Kickstarter launch schedule actually include? +

Dates, not weeks. A useful schedule anchors every task to your real launch date and puts them in dependency order: account and eligibility first, then validation, then the goal, then the budget. Roughly 100 tasks across a 12 to 16 week run, and the value is the order, not the count.

When does Kickstarter review my project? +

Once, and it takes 3 to 6 business days. That single approval is what unlocks your pre-launch page, so first-time creators can't collect Kickstarter follows until it clears. There's no second review before you go live: launching is just a button once you're approved.

What day and time should I launch a Kickstarter? +

Tuesday or Thursday, in the first 10 days of the month, just after most people get paid. For time, go where your list is rather than where you are: 5pm UK is midday in New York and 9am in California, which catches all three in one hit.

Can I change my Kickstarter currency after creating the project? +

No. Currency is locked at project creation and can never be changed afterwards. It's a thirty-second decision in week one that determines how every backer sees your pricing and how your payout lands, which is exactly why it belongs at the start of a schedule rather than buried in admin.

How far ahead should I put my pre-launch landing page up? +

Months, not weeks. Live is not the same as found, and a page needs time to accumulate traffic and subscribers before it's worth anything. Founders routinely build the page late and then wonder why a fortnight of promotion produced 80 emails.

Ready to launch yours?

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