Verification Gates
rohitg00/skillkit
Creates explicit validation checkpoints (verification gates) between project phases to catch errors early and ensure quality before proceeding.
Builds a pre-release checklist covering build verification, platform certification, store metadata and launch readiness, trimmed to the project's stage and target.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill release-checklist -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios release-checklist --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/release-checklist .claude/skills/release-checklist && 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 "release-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/release-checklist into .claude/skills/release-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "release-checklist", 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/release-checklistType 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 release-checklist -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios release-checklist --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/release-checklist .agents/skills/release-checklist && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "release-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/release-checklist into .agents/skills/release-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "release-checklist", 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 release-checklist -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios release-checklist --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/release-checklist .cursor/skills/release-checklist && 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 "release-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/release-checklist into .cursor/skills/release-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "release-checklist", 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/release-checklist--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 release-checklist -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios release-checklist --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/release-checklist .gemini/skills/release-checklist && 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 "release-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/release-checklist into .gemini/skills/release-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "release-checklist", 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 release-checklistInstalls 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 release-checklist -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/release-checklist .github/skills/release-checklist && 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 "release-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/release-checklist into .github/skills/release-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "release-checklist", 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 release-checklist -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 release-checklist --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/release-checklist .opencode/skills/release-checklist && 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 "release-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/release-checklist into .opencode/skills/release-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "release-checklist", 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.
release-checklistBuilds a pre-release checklist covering build verification, platform certification, store metadata and launch readiness, trimmed to the project's stage and target.
This checklist covers build verification, certification requirements, store metadata and launch readiness before a game ships. It does not emit every item for every platform. Stages the project has not reached are noted as out of scope, and at minimal rigor items that only add process the project has opted out of are removed.
Certification content follows a four-value `platform.cert_tier` setting. A value of `none` omits certification and explains why, `itch` includes only itch.io upload requirements, `steam` adds Steamworks store and depot items, and `console` brings in full platform certification. An unset tier is treated as a question, so the agent asks which platforms apply, and if that stays unknown the section is marked NOT ASSESSED. Settings come from a config helper, and file writes follow the project's automation mode.
6 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:
ReadGlobGrepWriteBash(bash "*/.claude/skills/release-checklist/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom 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.
Release Checklist loads about 3.8k tokens when it runs. Until then it costs about 31 tokens; SKILL.md has 1,331 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 found no risky patterns in SKILL.md.
Automated 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). 1,331 words, ~3,819 tokens.
.claude/skills/release-checklist/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys rigor,workflow,project.stage,cert_tier,automation
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Every AskUserQuestion call and
every file write follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.
Scope this checklist to the project. Emitting every item for every platform trains the reader to skip the list, which defeats the gate:
project.stage — items for phases this project has not reached are out of
scope; say so rather than listing them unchecked.
modes.rigor — at minimal, drop items whose only justification is process
weight this project has opted out of.
platform.cert_tier — emit certification items only for the tier the
project targets. If it is unset, ask which platforms are in scope
rather than emitting all of them — an unset value is a question, not a licence
to emit every certification track. If it cannot be determined, mark the section
NOT ASSESSED — cert tier unknown. Unset is not none: none is a
decision, unset is a missing one, and they must not produce the same output.
Branch on the four values this key takes — none | itch | steam | console —
and not on platform names. The full requirement table is the ## platform.cert_tier
section of .claude/docs/effects-map.md — read only that section (Grep its
heading, then a bounded Read); the file as a whole is not a runtime input.
none — emit no certification section at all. Internal release, alpha or
jam game. Say the section was omitted and why; do not leave it blank.itch — itch.io upload requirements only: build size, page setup, age tags.
No console and no Steamworks items.steam — Steamworks: store page, depot build, achievements, system
requirements, common content rules. No console certification items.console — full platform certification (TRC / XR / Lotcheck), save-data
rules, controller-mapping rules, age-rating boards. The heaviest tier.Branch on the
cert_tiervalues above, not on platform names. "Emit console/mobile certification items only for the platforms the project targets" is the wrong test: it treats anitchproject and asteamproject identically, conflatesnonewith unset, and keys onmobile, which is not acert_tiervalue at all. Use the vocabulary the config defines.
If an item cannot be scoped because the config is absent, mark it
NOT ASSESSED — platform/stage unknown. Do not silently include it: a
rigor: standard, single-platform project would otherwise receive a ~150-item
checklist demanding PC and console and mobile certification plus age
ratings, of which ~140 are unassessable.
Explicit invocation only: This skill should only run when the user explicitly requests it with
/release-checklist. Do not auto-invoke based on context matching.
Read the argument for the target platform (pc, console, mobile, or all). If no platform is specified, default to all.
The argument selects DEVICE requirements. It never selects the certification
track. Certification is decided by platform.cert_tier, resolved in the resolved-config block at the top of this skill —
see the platform.cert_tier rule above. The two axes are different lists that
happen to share one word: pc/console/mobile are hardware shapes, while
none|itch|steam|console are certification regimes. They agree on console and
nowhere else — itch and none have no device block at all, and mobile is not
a cert_tier value. So emitting a device block says nothing about which
certification block to emit, and all is not a licence to emit every
certification track.
CLAUDE.md for project context, version information, and platform targets.production/milestones/ to understand what features and content should be included in this release.production/qa/bugs/: grep the **Severity** and **Status** lines of production/qa/bugs/*.md, as /bug-triage does. A bug is open unless its Status is Closed or Verified Fixed. The bug items use the thresholds /gate-check release applies for the resolved workflow: at full an open S1, S2 or S3 bug fails its item; at standard and minimal only an open S1 does, and an open S2 or S3 is listed in the Rationale as a risk. Each failing bug is named in the Rationale as a blocking item. No bug files in production/qa/bugs/ → the bug items read NOT ASSESSED — no bug records — never zero and never ticked, since an absent record and a clean one must not produce the same checklist; bugs are filed with /bug-report.State the denominator with every count. These scans look for something bad, so
0means either "searched and found none" or "there was nothing to search", and on a release gate those are opposite findings. Reportscanned [N] source files: [M] TODO, [M] FIXME, [M] HACK— or, when the code root (src/,Assets/orSource/; resolve per.claude/docs/code-root-resolution.md) is unresolved,NOT ASSESSED — code root unresolved, and when it is absent or holds no source files,NOT ASSESSED — no source files found to scan. A bare0is not a result.
/launch-checklistscans the same way and is most often run beside this one. Keep the two consistent: changing the rule in one and not the other leaves a route to the same misleading0.
Scan for outstanding issues:
TODO commentsFIXME commentsHACK commentsCheck for test results in any test output directories or CI logs if available.
If none are found, say so — Test results: NOT ASSESSED — no test output or CI logs found — rather than omitting the line. An absent test result and a
passing one must not produce the same release checklist.
## Release Checklist: [Version] -- [Platform]
Generated: [Date]
### Codebase Health
- Scanned: [N] source files (or `NOT ASSESSED — [reason]`, per Phase 3)
- TODO count: [N] ([list top 5 if many])
- FIXME count: [N] ([list all -- these are potential blockers])
- HACK count: [N] ([list all -- these need review])
### Build Verification
- [ ] Clean build succeeds on all target platforms
- [ ] No compiler warnings (zero-warning policy)
- [ ] All assets included and loading correctly
- [ ] Build size within budget ([target size])
- [ ] Build version number correctly set ([version])
- [ ] Build is reproducible from tagged commit
### Quality Gates
- Open bugs (`production/qa/bugs/`): [N] S1, [N] S2, [N] S3 -- or `NOT ASSESSED — no bug records`
- [ ] Zero open S1 (Critical) bugs
- [ ] Zero open S2 (High) and S3 (Medium) bugs, no exceptions -- this row at `workflow: full` only; at `standard`/`minimal` open S2/S3 bugs go in the Rationale as risks
- [ ] All critical path features tested and signed off by QA
- [ ] Performance within budgets:
- [ ] Target FPS met on minimum spec hardware
- [ ] Memory usage within budget
- [ ] Load times within budget
- [ ] No memory leaks over extended play sessions
- [ ] No regression from previous build
- [ ] Soak test passed (4+ hours continuous play)
### Content Complete
- [ ] All placeholder assets replaced with final versions
- [ ] All TODO/FIXME in content files resolved or documented
- [ ] All player-facing text proofread
- [ ] All text localization-ready (no hardcoded strings)
- [ ] Audio mix finalized and approved
- [ ] Credits complete and accurateAdd device sections based on the argument. These carry no certification or
storefront-SDK items — those are gated on platform.cert_tier in the next
subsection, and duplicating them here is what let an itch project receive
Steamworks rows.
For pc:
### Platform Requirements: PC
- [ ] Minimum and recommended specs verified and documented
- [ ] Keyboard+mouse controls fully functional
- [ ] Controller support tested (Xbox, PlayStation, generic)
- [ ] Resolution scaling tested (1080p, 1440p, 4K, ultrawide)
- [ ] Windowed, borderless, and fullscreen modes working
- [ ] Graphics settings save and load correctlyFor console:
### Platform Requirements: Console
- [ ] Platform-specific controller prompts display correctly
- [ ] Suspend/resume works correctly
- [ ] User switching handled properly
- [ ] Network connectivity loss handled gracefully
- [ ] Storage full scenario handledFor mobile:
### Platform Requirements: Mobile
- [ ] App store guidelines compliance verified
- [ ] All required device permissions justified and documented
- [ ] Privacy policy linked and accurate
- [ ] Data safety/nutrition labels completed
- [ ] Touch controls tested on multiple screen sizes
- [ ] Battery usage within acceptable range
- [ ] Background behavior correct (pause, resume, terminate)
- [ ] Push notification permissions handled correctly
- [ ] In-app purchase flow tested (if applicable)
- [ ] App size within store limitsMobile storefront rows stay here on purpose.
platform.cert_tiermodelsnone|itch|steam|consoleand has no mobile regime, so App Store / Play Store compliance cannot be gated on it. Leaving these in the device block is a deliberate choice, not an oversight — do not "fix" it by inventing amobiletier, which is the exact wrong vocabulary thecert_tierrule warns against.
Certification — emit ONLY the block matching platform.cert_tier (resolved in
the resolved-config block at the top of this skill). Do not emit this subsection's other blocks, and do not fall back to
emitting all of them because the platform argument was all.
At none — emit no certification block at all. Emit exactly this one line in
its place, so the omission is visible rather than looking like a missing section:
Certification: omitted — cert_tier is 'none' (internal build, alpha or jam release).At itch:
### Certification: itch.io
- [ ] Build size within itch.io upload limits
- [ ] itch.io page complete (cover art, screenshots, description)
- [ ] Age/content tags set honestly
- [ ] Downloadable vs browser build decided and tested
- [ ] Butler channel names correct for each platform uploadedAt steam:
### Certification: Steamworks
- [ ] Steamworks SDK integrated and tested
- [ ] Depot build uploaded and installs cleanly from a fresh account
- [ ] Achievements functional
- [ ] Cloud saves functional
- [ ] Steam Deck compatibility verified (if targeting)
- [ ] Steam common content rules reviewedAt console:
### Certification: Console
- [ ] TRC/TCR/Lotcheck requirements checklist complete
- [ ] First-party certification submission prepared
- [ ] Platform-specific achievement/trophy integration tested
- [ ] Parental controls respected
- [ ] Save-data rules compliant (corruption, full storage, user switching)
- [ ] Age ratings obtained (ESRB, PEGI, regional)If cert_tier is unset, ask which platforms are in scope rather than
emitting every track; if it cannot be determined, emit
### Certification: NOT ASSESSED — cert tier unknown and say why. Unset is not
none — none is a decision and unset is a missing one.
Certification rows belong here, in one
cert_tier-gated subsection. Do not spread them back through the PC, Console and Mobile device blocks: those are selected by the command argument and default toall, so anitchproject running/release-checklistwith no argument would be handed the Steamworks SDK rows and the Lotcheck rows — exactly what thecert_tierrule at the top of this skill forbids.
consolemeans two different things in this file. It is a device-block argument value and acert_tiervalue, colliding on one word out of four. A**For \console`:**` heading is argument-gating, not tier-gating — do not read it as evidence that certification is already scoped by tier.
Store and launch sections (all platforms):
### Store / Distribution
- [ ] Store page metadata complete and proofread
- [ ] Short description
- [ ] Long description
- [ ] Feature list
- [ ] System requirements (PC)
- [ ] Screenshots up to date and per-platform resolution requirements met
- [ ] Trailers up to date
- [ ] Key art and capsule images current
- [ ] Age rating obtained and configured:
- [ ] ESRB
- [ ] PEGI
- [ ] Other regional ratings as required
- [ ] Legal notices, EULA, and privacy policy in place
- [ ] Third-party license attributions complete
- [ ] Pricing configured for all regions
### Launch Readiness
- [ ] Analytics / telemetry verified and receiving data
- [ ] Crash reporting configured and dashboard accessible
- [ ] Day-one patch prepared and tested (if needed)
- [ ] On-call team schedule set for first 72 hours
- [ ] Community launch announcements drafted
- [ ] Press/influencer keys prepared for distribution
- [ ] Support team briefed on known issues and FAQ
- [ ] Rollback plan documented (if critical issues found post-launch)
### Go / No-Go: [READY / NOT ASSESSED / NOT READY]
First match wins: **NOT READY** if any blocking item fails; else **NOT ASSESSED**
if any section or item came out `NOT ASSESSED` (name each one); else **READY**. NOT
ASSESSED outranks READY — an unassessed section is not a passed one — and ranks
below NOT READY, so a known blocker is never buried behind it.
**Rationale:**
[Summary of readiness assessment. List any blocking items that must be
resolved before launch. If NOT READY, list the specific items that need
resolution and estimated time to address them.]
**Sign-offs Required:**
- [ ] QA Lead
- [ ] Technical Director
- [ ] Producer
- [ ] Creative DirectorPresent the checklist to the user with: total checklist items, number of known blockers (FIXME/HACK counts, known bugs).
Ask: "May I write this to production/releases/release-checklist-[version].md?"
If yes, write the file, creating the directory if needed.
/changelog, /patch-notes) if not done — the release gate checks them./gate-check release — the Polish → Release gate reads this checklist./launch-checklist, then coordinate the release via /team-release.© 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/release-checklist of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Release Checklist 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 |
|---|---|---|---|---|---|---|
| Release Checklist this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~3.8k | Automated safety check: Pass | 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 | 1.4k | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| Ralph Tui Create Beadssubsy/ralph-tui | 2.5k | 1 repos | ~2.6k | Automated safety check: Pass | MIT | |
| .NET MAUI Release Readinessdotnet/maui | 23k | — | ~15k | 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.
subsy/ralph-tui
Convert PRDs to beads for ralph-tui execution. An agent skill from subsy/ralph-tui.
dotnet/maui
Produces evidence-backed ship-readiness verdicts for .NET MAUI Servicing Releases and Previews, and drafts public-safe release handoff pages from the result.
Mesh-LLM/mesh-llm
A skill your agent uses when validating a MeshLLM release candidate or current HEAD against the last GitHub release, assembling the canonical feature/fix/modification inventory, testing locally…
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.
Builds a pre-release checklist covering build verification, platform certification, store metadata and launch readiness, trimmed to the project's stage and target. This checklist covers build verification, certification requirements, store metadata and launch readiness before a game ships. It does not emit every item for every platform.
Release Checklist fits situations like: verifying a build and its store metadata before submitting a release; listing certification work for the platforms a game actually targets; running a final pre-release pass for a small game that skips console requirements.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill release-checklist -a claude-code`. Or copy the skill folder (.claude/skills/release-checklist in Donchitos/Claude-Code-Game-Studios) into .claude/skills/release-checklist in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill release-checklist -a codex`. Or copy the skill folder (.claude/skills/release-checklist in Donchitos/Claude-Code-Game-Studios) into .agents/skills/release-checklist 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 release-checklist -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/release-checklist, .gemini/skills/release-checklist, .github/skills/release-checklist and .opencode/skills/release-checklist in your project.
Going by SKILL.md and its folder, Release Checklist needs the command-line tools its instructions call (bash). Our summary lists: A project laid out for Claude Code Game Studios with its config files. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/release-checklist/../../hooks/yaml-helper.sh" resolve_config *).
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 no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Release Checklist is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k 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 Release Checklist: Verification Gates (rohitg00/skillkit, 1.5k stars), Money Quality (iamzifei/show-me-the-money, 1k stars), Steam Publish (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars) and Ralph Tui Create Beads (subsy/ralph-tui, 2.5k 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 25,871 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.