Velocity
The amount of work a team completes in a single sprint, usually measured in story points. Averaged over several sprints, velocity is used to forecast how much a team can realistically take on next.
Velocity is how much work a team gets done per sprint, typically counted in completed story points. If a team finishes 18, 22, and 20 points across three sprints, its velocity is roughly 20. That average becomes a planning tool: it tells the team how much to pull into the next sprint without overcommitting.
What velocity is good for
Used correctly, velocity answers one question: given how much we've actually finished recently, how much should we commit to next? It turns wishful planning ("we'll do all of it!") into evidence-based planning ("we reliably finish ~20 points, so let's plan for 20"). Over time it also surfaces trends — a steadily falling velocity is a signal worth investigating.
How velocity gets misused
Velocity becomes toxic the moment it's treated as a productivity score or compared between teams. Because points are relative and team-specific, "Team A does 40, Team B does 20" means nothing. Worse, when velocity becomes a target, teams inflate their estimates and the number stops meaning anything — a textbook case of Goodhart's Law.
Why small teams shouldn't track it
For a solo developer or a team of three, velocity is self-surveillance with no payoff. There's no stakeholder needing a forecast and no capacity-planning problem to solve. The honest signal at small scale is simpler: are you shipping things, and is your cycle time reasonable?
How GritShip handles this
GritShip deliberately omits velocity charts and sprint analytics. It targets continuous-flow teams who measure progress by what's shipping, not by points-per-iteration. Teams that need formal velocity tracking are better served by sprint-oriented tools like Linear or Jira.
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