Verification Gates
rohitg00/skillkit
Creates explicit validation checkpoints (verification gates) between project phases to catch errors early and ensure quality before proceeding.
Scopes and gates a game's day-one patch after the gold master: fix-only changes, a lightweight QA pass and a rollback plan written before anything ships.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios day-one-patch --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/day-one-patch .claude/skills/day-one-patch && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "day-one-patch" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patch into .claude/skills/day-one-patch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "day-one-patch", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patchType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios day-one-patch --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/day-one-patch .agents/skills/day-one-patch && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "day-one-patch" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patch into .agents/skills/day-one-patch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "day-one-patch", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios day-one-patch --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/day-one-patch .cursor/skills/day-one-patch && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "day-one-patch" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patch into .cursor/skills/day-one-patch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "day-one-patch", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/day-one-patch--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios day-one-patch --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/day-one-patch .gemini/skills/day-one-patch && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "day-one-patch" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patch into .gemini/skills/day-one-patch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "day-one-patch", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios day-one-patchInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/day-one-patch .github/skills/day-one-patch && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "day-one-patch" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patch into .github/skills/day-one-patch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "day-one-patch", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios day-one-patch --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/day-one-patch .opencode/skills/day-one-patch && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "day-one-patch" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patch into .opencode/skills/day-one-patch/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "day-one-patch", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
day-one-patchScopes and gates a game's day-one patch after the gold master: fix-only changes, a lightweight QA pass and a rollback plan written before anything ships.
This skill treats the day-one patch as a mini-sprint, neither a hotfix nor a full sprint. It is meant for the period after the gold master build is locked, when known bugs were too risky to fix in it, cert feedback asks for small fixes, or a late playtest found must-fix issues. Scope is strict: only P1 and P2 bugs that are safe to fix quickly, no new features, no refactoring, and anything needing more than 4 hours of developer time moves to patch 1.1.
It starts by loading release context: the project stage from project.yaml (falling back to production/stage.txt), the latest gate-check verdict, open bugs in production/qa/bugs, the latest sprint and the latest security audit. If the stage is not Release or Polish it stops. If no release-gate record exists, or the latest one is a fail, concerns or not assessed, it says so and asks whether to run /gate-check first or do a full QA pass instead.
The result is a document under production/releases named for the patch version. The agent can read, search, write and edit files, run shell commands, launch subagents and ask you questions.
7 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditBashAgentAskUserQuestionFrom allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are markdown).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Day-One Patch Planner loads about 2.8k tokens when it runs. Until then it costs about 32 tokens; SKILL.md has 1,402 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check noted patterns worth knowing about, such as sudo or a known installer.
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestionAutomated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 1,402 words, ~2,810 tokens.
.claude/skills/day-one-patch/SKILL.md (or your agent's skills folder).Every shipped game has a day-one patch. Planning it before launch day prevents chaos. This skill scopes the patch to only what is safe and necessary, gates it through a lightweight QA pass, and ensures a rollback plan exists before anything ships. It is a mini-sprint — not a hotfix, not a full sprint.
When to run:
Day-one patch scope rules:
Output: production/releases/day-one-patch-[version].md
Read:
project.stage in project.yaml (fallback production/stage.txt) — confirm project is in Release stageproduction/gate-checks/ — read the release gate verdictproduction/qa/bugs/*.md — load all bugs with Status: Open or Fixed — Pending Verificationproduction/sprints/ most recent — understand what shippedproduction/security/security-audit-*.md most recent — check for any open security itemsIf the resolved stage (project.yaml → stage.txt) is not Release or Polish:
"Day-one patch prep is for Release-stage projects. Current stage: [stage]. This skill is not appropriate until you are approaching launch."
Check the premise, do not assume it. This whole skill rests on there being a gold master that already passed a release gate — that premise is what justifies its lightweight QA pass instead of a full one. So verify it rather than inferring it from the stage value:
production/gate-checks/, or none recording a release-gate
verdict: report Release gate: NOT ASSESSED — no gate-check record found. Do
not proceed silently. Say plainly that the reduced QA scope below is justified
by a gate nobody can find, and ask whether to run /gate-check first or
proceed with a full QA pass instead.project.stage: Release on its own does not establish this. The stage is a
claim about where the project is; the gate record is the evidence that it earned
the position.For each open bug, evaluate:
| Criterion | Include in day-one? |
|---|---|
| S1 or S2 severity | Yes — must include if safe to fix |
| P1 priority | Yes |
| Fix estimated < 4 hours | Yes |
| Fix requires architecture change | No — defer to 1.1 |
| Fix introduces new code paths | No — too risky |
| Fix is data/config only (no code change) | Yes — very low risk |
| Cert feedback requirement | Yes — required for platform approval |
| S3/S4 severity | Only if trivial config fix; otherwise defer |
Use AskUserQuestion:
[A] Approve this scope / [B] Adjust — I want to add or remove items / [C] No day-one patch neededIf [C]: output "No day-one patch required. Proceed to /launch-checklist." Stop.
Sum estimated effort. If total exceeds 1 day of work:
"⚠️ Patch scope is [N hours] — this exceeds a safe day-one window. Consider deferring lower-priority items to patch 1.1. A bloated day-one patch introduces more risk than it removes."
Use AskUserQuestion to confirm proceeding or reduce scope.
Before any code is written, define the rollback procedure. This is non-negotiable.
Spawn release-manager via Agent. Ask them to produce a rollback plan covering:
Present the rollback plan. Ask: "May I write this rollback plan to production/releases/rollback-plan-[version].md?"
Do not proceed to Phase 4 until the rollback plan is written.
For each code fix in the approved scope, spawn a focused implementation loop:
Spawn lead-programmer via Agent with:
It returns, for each bug, the minimal fix and the files it would change — writing nothing.
Ask once, for the whole set: "May I apply these fixes? [BUG-ID → files, one line each]". No code changes before this approval.
On yes, hand each approved fix back to lead-programmer (a new Agent call
carrying its plan) to implement it and run targeted tests with commands.test
from project.yaml, narrowed to the affected suite where the runner allows —
never a runner line written from memory. If commands.test is unset, say so
and record Tests: NOT RUN — commands.test unset for that bug.
Spawn qa-tester via Agent to verify: does the bug reproduce after the fix?
For config/data-only fixes: make the change directly (no programmer agent needed). First ask, naming the file and the change: "May I edit [config file] — [key]: [old value] → [new value]?" Confirm the value changed and re-run any relevant smoke test.
This is a lightweight QA pass — not a full /team-qa. The patch is already QA-approved from the release gate; we are only re-verifying the changed areas.
Spawn qa-lead via Agent with:
Ask qa-lead to determine: Is a targeted smoke check sufficient, or do any fixes touch systems that require a broader regression?
Run the required QA scope:
/smoke-check (it takes no system argument)tests/unit/ and tests/integration/ Godot, Assets/Tests/ Unity, Source/<Module>/Private/Tests/ Unreal — .claude/docs/directory-structure.md) with commands.test from project.yaml, narrowed to the affected suites where the runner allows — never a runner line written from memory. If commands.test is unset, the broader regression is NOT ASSESSED; say so.QA verdict must be PASS or PASS WITH WARNINGS before proceeding. If FAIL: scope the failing fix out of the day-one patch and defer to 1.1.
If the QA verdict is NOT ASSESSED, that is not a pass. /smoke-check returns
it when the suite never ran — no build, no runner, or a result nobody confirmed.
Do not proceed on it and do not re-read it as PASS WITH WARNINGS: the warnings
value means somebody looked and saw something minor, and this means nobody looked.
Either obtain the result (the verdict names what would make it runnable) or defer
the fix to 1.1. A day-one patch ships to every player who buys the game on day
one, which is the worst possible audience for an unverified change.
# Day-One Patch: [Game Name] v[version]
**Date prepared**: [date]
**Target release**: [launch date or "day of launch"]
**Base build**: [gold master tag or commit]
**Patch build**: [patch tag or commit]
---
## Patch Notes (Internal)
### Bugs Fixed
| BUG-ID | Severity | Description | Fix summary |
|--------|----------|-------------|-------------|
| BUG-NNNN | S[1-4] | [description] | [one-line fix] |
### Deferred to 1.1
| BUG-ID | Severity | Description | Reason deferred |
|--------|----------|-------------|-----------------|
| BUG-NNNN | S[1-4] | [description] | [reason] |
---
## QA Sign-Off
**QA scope**: [Targeted smoke / Broader regression]
**Verdict**: [PASS / PASS WITH WARNINGS / NOT ASSESSED]
**QA lead**: qa-lead agent
**Date**: [date]
**Warnings (if any)**: [list or "None"]
**Not assessed (if any)**: [what could not be checked, and why — or "None"]
---
## Rollback Plan
See: `production/releases/rollback-plan-[version].md`
**Trigger condition**: If [N] or more S1 bugs are reported within [X] hours of launch, execute rollback.
**Rollback owner**: [user / producer]
---
## Approvals Required Before Deploy
- [ ] lead-programmer: all fixes reviewed
- [ ] qa-lead: QA gate PASS confirmed
- [ ] producer: deployment timing approved
- [ ] release-manager: platform submission confirmed
---
## Player-Facing Patch Notes
[Draft for community-manager to review before publishing]
[list player-facing changes in plain language]Ask: "May I write this patch record to production/releases/day-one-patch-[version].md?"
After the patch record is written:
/patch-notes to generate the player-facing version of the patch notes/bug-report verify [BUG-ID] for each fixed bug after the patch is live/bug-report close [BUG-ID] for each verified fix/retrospective [milestone-name] for the launch milestone in production/milestones/If any S1 bugs remain open after the patch:
"⚠️ S1 bugs remain open and were not patched. These are accepted risks. Document them in the rollback plan trigger conditions — if they occur at scale, rollback may be preferable to a follow-up patch."
Use AskUserQuestion:
[A] Run /patch-notes — generate player-facing patch notes[B] Run /bug-report to log any issues found post-deploy[C] Stop here/bug-triage afterwards to schedule them into the 1.1 sprint/patch-notes is a required output, not optional© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/day-one-patch of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Day-One Patch Planner next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Day-One Patch Planner this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.8k | Automated safety check: Notes | MIT | |
| Verification Gatesrohitg00/skillkit | 1.5k | — | ~1.7k | Automated safety check: Pass | Apache-2.0 | |
| Money Qualityiamzifei/show-me-the-money | 1k | — | ~5.7k | Automated safety check: Pass | Custom licence | |
| Steam Publishgamedev-skills/awesome-gamedev-agent-skills | 1.3k | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| Caveman Experiment ManagerJuliusBrussee/caveman | 110k | 1 repos | ~975 | Automated safety check: Pass | Apache-2.0 | |
| Skill Release Gaterohitg00/ai-engineering-from-scratch | 65k | — | ~1k | Automated safety check: Pass | MIT |
rohitg00/skillkit
Creates explicit validation checkpoints (verification gates) between project phases to catch errors early and ensure quality before proceeding.
iamzifei/show-me-the-money
Code and product quality gates for shipping with confidence.
gamedev-skills/awesome-gamedev-agent-skills
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists.
JuliusBrussee/caveman
Reads the state and results of Caveman Cloud experiments and reports one recommendation or a block, without changing an experiment's lifecycle itself.
rohitg00/ai-engineering-from-scratch
Evaluates an Agent Skill bundle before release for structure, trigger quality, artifact improvement, script correctness, safety, installed-tree integrity and host portability.
2025Emma/vibe-coding-cn
Builds new skills from scattered docs, specs or code, and refactors existing skills for clear triggers, reliable activation and a quality checklist.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Scopes and gates a game's day-one patch after the gold master: fix-only changes, a lightweight QA pass and a rollback plan written before anything ships. This skill treats the day-one patch as a mini-sprint, neither a hotfix nor a full sprint. It is meant for the period after the gold master build is locked, when known bugs were too risky to fix in it, cert feedback asks for small fixes, or a late playtest found must-fix issues.
Day-One Patch Planner fits situations like: planning a launch-day fix patch after the gold master has been locked; deciding which known bugs are safe to fix before release and which wait for patch 1.1; handling minor fixes requested in platform cert feedback after submission; preparing a rollback plan and lightweight QA pass for a pre-launch patch.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a claude-code`. Or copy the skill folder (.claude/skills/day-one-patch in Donchitos/Claude-Code-Game-Studios) into .claude/skills/day-one-patch in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a codex`. Or copy the skill folder (.claude/skills/day-one-patch in Donchitos/Claude-Code-Game-Studios) into .agents/skills/day-one-patch in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill day-one-patch -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/day-one-patch, .gemini/skills/day-one-patch, .github/skills/day-one-patch and .opencode/skills/day-one-patch in your project.
SKILL.md names no scripts, command-line tools or credentials: Day-One Patch Planner is instructions for the agent only. Our summary lists: A project laid out with production/ folders and a stage field in project.yaml. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, Bash, Agent, AskUserQuestion.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found notes only (pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.
Day-One Patch Planner is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Day-One Patch Planner: Verification Gates (rohitg00/skillkit, 1.5k stars), Money Quality (iamzifei/show-me-the-money, 1k stars), Steam Publish (gamedev-skills/awesome-gamedev-agent-skills, 1.3k stars) and Caveman Experiment Manager (JuliusBrussee/caveman, 110k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.