Make a studio's game into an app of its own, a desktop app for macOS, Windows and Linux (the kind of build Steam accepts for upload) and a phone app for iOS and Android (the files the App Store and…

Apache-2.0Auto-check passedMobile

Install Standalone

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill standalone -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins standalone --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/standalone .claude/skills/standalone && rm -rf skills-src

Use ~/.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/

Facts

Skill name
standalone
GitHub stars
1.2k
Token cost
~2.7k tokens
SKILL.md length
1,560 words
Files
1
Skills in repo
686
Repo updated
First seen
Licence
Apache-2.0

At a glance

Make a studio's game into an app of its own, a desktop app for macOS, Windows and Linux (the kind of build Steam accepts for upload) and a phone app for iOS and Android (the files the App Store and…

  • Works in 5 steps: Plan first, and say what is missing → Build → Try it → …
  • Someone asks for a Steam build
  • SKILL.md covers 1. Plan first, and say what is…, 2. Build, 3. Try it and 4. A release, plus 2 more sections
  • Calls npx and xcrun

What it does

Standalone is an agent skill from hashgraph-online/awesome-codex-plugins. Make a studio's game into an app of its own, a desktop app for macOS, Windows and Linux (the kind of build Steam accepts for upload) and a phone app for iOS and Android (the files the App Store and Google Play accept for upload; each store's review, fees and rules are its own). It is the same web build of the game in a thin shell (Electron on computers, Capacitor on phones) that still finds its rooms on the studio's own deployed site and plays offline with its bots when it cannot. Use when someone asks for a…

Its SKILL.md is about 2.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts. Compatibility notes: Node 22 and a studio on @homie-rocks/studio 0.32.0 or later (0.32.1 for a run on a real iPhone). A Mac for the macOS and iOS builds (Xcode for iOS). The…

It sits in Mobile, covering Android development, Cross-platform mobile apps and App store release. It works with Android, iOS, Linux and macOS. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.

When your agent uses it

  • Someone asks for a Steam build
  • A store release
  • A standalone version of a game

Example prompts

  • “a standalone version”
  • “/standalone”

Requirements

  • Node.js
  • Compatibility (from SKILL.md): Node 22 and a studio on @homie-rocks/studio 0.32.0 or later (0.32.1 for a run on a real iPhone). A Mac for the macOS and iOS builds (Xcode for iOS). The Android SDK and JDK 21 for Android. Nothing is installed for the person; a target whose tool is missing is skipped, and a GitHub workflow can build it instead.

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Plan first, and say what is missing
  2. Build
  3. Try it
  4. A release
  5. A target this computer cannot make

What it can do on your machine

Read from SKILL.md and the folder at commit 78497e5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npx
    • xcrun

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Node 22 and a studio on @homie-rocks/studio 0.32.0 or later (0.32.1 for a run on a real iPhone). A Mac for the macOS and iOS builds (Xcode for iOS). The Android SDK and JDK 21 for Android. Nothing is installed for the person; a target whose tool is missing is skipped, and a GitHub workflow can build it instead.

    From compatibility in the SKILL.md frontmatter.

Context cost

Standalone loads about 2.7k tokens when it runs. Until then it costs about 166 tokens; SKILL.md has 1,560 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~166
When it runs · the whole SKILL.md, loaded when a task matches
~2.7k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from hashgraph-online/awesome-codex-plugins at commit 78497e5, republished under its Apache-2.0 licence (© hashgraph-online). 1,560 words, ~2,694 tokens.

Download SKILL.mdSave it as .claude/skills/standalone/SKILL.md (or your agent's skills folder).
name
standalone
description
Make a studio's game into an app of its own, a desktop app for macOS, Windows and Linux (the kind of build Steam accepts for upload) and a phone app for iOS and Android (the files the App Store and Google Play accept for upload; each store's review, fees and rules are its own). It is the same web build of the game in a thin shell (Electron on computers, Capacitor on phones) that still finds its rooms on the studio's own deployed site and plays offline with its bots when it cannot. Use when someone asks for a Steam build, a desktop app, a download, an installer, an iPhone, iPad or Android app, a store release, or "a standalone version" of a game.
compatibility
Node 22 and a studio on @homie-rocks/studio 0.32.0 or later (0.32.1 for a run on a real iPhone). A Mac for the macOS and iOS builds (Xcode for iOS). The Android SDK and JDK 21 for Android. Nothing is installed for the person; a target whose tool is missing is skipped, and a GitHub workflow can build it instead.

A game as an app of its own

A studio is the folder with studio.json. homie-studio standalone wraps a game the studio already has. It does not port it, rewrite it or change how it plays: the app shows the same files homie-studio build makes. node_modules/@homie-rocks/studio/standalone/STANDALONE.md is the full guide; read it before a release, and read its "What has been run and what has not" to the person before they count on anything it lists as never run.

With no terminal, the game_standalone tool does the same (with plan: true first). Its build is a background job that takes minutes: studio_job gives the result in words when it is done, and those words, with the list of what the standalone game does not have, are for the person.

1. Plan first, and say what is missing

sh
npx --no-install homie-studio standalone plan <id>

It changes nothing and installs nothing. Tell the person, in your own short words, all of this:

  • Which targets this computer can build, and for each one it cannot, why and the fix it printed. Never install a JDK, Xcode, Android Studio or anything else for them: say the fix and let them choose. A computer that cannot make a target can still get it from GitHub (section 5).
  • The address built into every copy. A shipped copy keeps it for good. If it is a workers.dev address, say so and recommend the studio's own domain before shipping. With no address the copy plays offline only.
  • Every warning it printed, as it is.
  • What the standalone game does not have (v1), as the plan lists it. Say it before they ship anything, not after: no player accounts or sign-in, no cloud saves (saves stay on the device and are lost when the app is uninstalled), no shop, no room chat, no watching or big screen, only the public server through an open door, no automatic updates, Steam's overlay and achievements never run, an unsigned Windows build, and nothing is uploaded to a store for them. Do not soften it and do not leave a line out. If one of these matters to them, the honest answer today is that the web game has it and the app does not.
  • What a store is. A build is the kind of file a store accepts for upload, never a promise that the store takes the game. Before they pay anything, tell them what STANDALONE.md's "Before you spend money" says (Apple's yearly membership and its review, which can reject a web game in a wrapper; Google Play's fee and its closed test for new personal accounts; Steam Direct's fee for each app and its waiting periods), and that those facts have a date on them: they check each store's own page.

Two things must be true before Quick play finds a room in a copy: the studio is on @homie-rocks/studio 0.32.0 or later (the studio-setup skill's upgrade), and it has been deployed since (the publish skill). The plan cannot see which version the live site runs; ask, or deploy. A room made or joined by its code works with an older site too (seen against 0.31.0, not promised for every older version): say both halves, and never "it needs 0.32.0 to play online".

Before anything ships, the game should name its revision: "netplay": { "version": "1" } in its game.json. An older copy then keeps playing with other copies of its revision, and says "Update <Name> to play online with everyone." when it meets a newer one. Raise the number with every change an older copy cannot play with.

2. Build

sh
npx --no-install homie-studio standalone build <id>                    # every target this computer can make
npx --no-install homie-studio standalone build <id> --for mac,windows  # only these

It builds the game for the web first, installs the wrapper tools into .studio/standalone/<id>/ the first time (a few hundred MB, once; say so before you start), and takes minutes: run it as a background task and tell the person what is happening. Everything it makes is in .studio/standalone/<id>/out/<target>/. That folder is git-ignored: never commit it, never edit it.

Read the result and say it truthfully. A target is built, skipped (a tool is missing: say the fix) or failed (say why, in its words); a release that could not be signed is UNSIGNED, and the command does not report success. "Skipped" is not "built", and built is not "works": the result says, for the one desktop build this computer can run, "started here and loaded the game: yes" or "NO", and for every other target "built, not started on this computer". Pass that on as it is. The Windows and Linux builds have never been started by the people who made this, on any computer: say so when you hand one over.

Each kind has its own folder (out/<target>/debug/, out/<target>/release/): a build to try never replaces a release.

3. Try it

sh
npx --no-install homie-studio standalone run <id>            # this computer's desktop build
npx --no-install homie-studio standalone run <id> --for ios  # or android: Capacitor asks which simulator or phone

Play it with the person. Check that it finds a room when the studio is online (the room button says "Room 3") and plays with its bots when it is not ("Playing offline · Try again").

Show full SKILL.md (740 more words)Show less
On their own iPhone or iPad
sh
npx --no-install homie-studio standalone run <id> --for ios --device

builds the game for the one phone plugged in to the Mac, signs it for their Apple team, installs it over the cable, starts it, and looks for it among the phone's running programs. Ask before you run it, in these words: this adds the phone to your Apple team's device list (a team may register a limited number a year, and a device stays until the membership year renews), and Xcode makes a development profile for the app. --device is their yes: never add it on your own. With no terminal, game_standalone with device: true does the same, as a background job.

It needs Xcode signed in to their Apple account, the phone unlocked and trusting the Mac, and Developer Mode on. When one is missing the result says which, with the fix; pass it on as it is (for Developer Mode: on the phone, Settings, Privacy & Security, Developer Mode, and the phone restarts). It says "running" only when it found the game among the phone's programs; "installed, not seen running" is not "running". The team comes from HOMIE_APPLE_TEAM, else the keychain's only one: never ask for a team id, a phone's id or a name in the chat, and never repeat one. There is no such run for an Android phone yet: standalone run <id> --for android lets Capacitor ask which phone, and that has never been run on a real Android phone.

4. A release

Only when the person asks to ship.

  1. game.json needs the app's id first: "standalone": { "appId": "com.example.gemrush" }. A store never lets it change, so it is the person's to choose (a domain they own, reversed). --release stops and prints the exact lines when it is missing. Version, build number, orientation, icon and Steam's numbers go in the same block.
  2. A real icon: a square 1024 by 1024 PNG at games/<id>/icon.png. Without one the app wears the game's cover or a letter, which no store page should.
  3. Signing comes from environment variables the person sets themselves: HOMIE_APPLE_IDENTITY and HOMIE_APPLE_NOTARY_PROFILE (macOS), HOMIE_APPLE_TEAM (iOS, with Xcode signed in to an Apple account of that team), the four HOMIE_ANDROID_* (Android). Never ask for a password, a keystore or a certificate in the chat, never write one to a file, and never run xcrun notarytool store-credentials for them: they run it in their own terminal. Tell them how a value gets there when they work in a desktop app: a terminal they start their AI from, launchctl setenv on a Mac, or a repository secret for the workflow. The build says UNSIGNED, or NOT NOTARIZED, for what it could not do, and "notarized" only when Apple's own tool confirms it on the finished app. Signing with a real Developer ID, notarizing, and the iOS archive have never been run by the people who made this: read the result closely the first time.
  4. npx --no-install homie-studio standalone build <id> --release.
  5. Uploading is the person's. The build prints the exact steps for Steam (steamcmd), App Store Connect (Transporter) and Google Play (the Play Console). Hand them over; run none of them.

For Steam: npx --no-install homie-studio standalone steam <id> writes Steam's build file from the numbers in game.json, or says what to create in Steamworks first, with the launch options to set there (the Linux one needs --no-sandbox in its arguments). Nothing here has been started by Steam: not the overlay (Electron apps often show none), not the Linux build in Steam's runtime, not the build file through steamcmd. Say that, and do not promise an overlay.

5. A target this computer cannot make

sh
npx --no-install homie-studio standalone ci <id>

writes .github/workflows/standalone.yml: the five builds on GitHub's own Windows, Linux and macOS machines, started by hand from the Actions tab. Commit it on a branch like any change, and tell the person to set the repository variable HOMIE_SITE to the studio's address. It signs nothing but an Android release, never makes a macOS or iOS release (its macOS app is unsigned and its iOS one is a simulator build), and uploads to no store. The workflow itself has not been run by the people who made it: read the first run's log with them.

After a deploy

homie-studio deploy says when it makes a different netplay version live than the copies that were built. Pass that on: copies already out keep playing offline and with each other, and need an update to play with everyone.

© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in plugins/homie-rocks/homie/skills/standalone of hashgraph-online/awesome-codex-plugins.

Open the folder on GitHubat commit 78497e5

Compare with similar skills

Standalone 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.

Standalone compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Standalone this skillhashgraph-online/awesome-codex-plugins1.2k—~2.7kAutomated safety check: PassApache-2.0
Xamarin iOS Migrationdavidortinau/maui-skills174—~1.5kAutomated safety check: PassMIT
Eas Simulatorexpo/skills2.7k—~6.6kAutomated safety check: NotesMIT
Engine Whats Newflutter/flutter179k—~978Automated safety check: PassBSD-3-Clause
Updating Android SDKflutter/flutter179k—~1.7kAutomated safety check: PassBSD-3-Clause
OdevioOdevio/Odevio-CLI423—~7.6kAutomated safety check: PassMIT

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Categories

Questions about Standalone

What does Standalone do?

Make a studio's game into an app of its own, a desktop app for macOS, Windows and Linux (the kind of build Steam accepts for upload) and a phone app for iOS and Android (the files the App Store and…. Standalone is an agent skill from hashgraph-online/awesome-codex-plugins. Make a studio's game into an app of its own, a desktop app for macOS, Windows and Linux (the kind of build Steam accepts for upload) and a phone app for iOS and Android (the files the App Store and Google Play accept for upload; each store's review, fees and rules are its own).

When should I use Standalone?

Standalone fits situations like: someone asks for a Steam build; A store release; A standalone version of a game.

How do I install Standalone in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill standalone -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/standalone in hashgraph-online/awesome-codex-plugins) into .claude/skills/standalone in your project. Claude Code loads it when a task matches its description.

How do I install Standalone in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill standalone -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/standalone in hashgraph-online/awesome-codex-plugins) into .agents/skills/standalone in your project. Codex loads it when a task matches its description.

Can I use Standalone in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill standalone -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/standalone, .gemini/skills/standalone, .github/skills/standalone and .opencode/skills/standalone in your project.

What does Standalone need to run?

Going by SKILL.md and its folder, Standalone needs the command-line tools its instructions call (npx and xcrun). Our summary lists: Node.js. Compatibility (from SKILL.md): Node 22 and a studio on @homie-rocks/studio 0.32.0 or later (0.32.1 for a run on a real iPhone). A Mac for the macOS and iOS builds (Xcode for iOS). The Android SDK and JDK 21 for Android. Nothing is installed for the person; a target whose tool is missing is skipped, and a GitHub workflow can build it instead..

Does Standalone access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Standalone safe to install?

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.

What licence does Standalone use?

Standalone is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Standalone use?

About 2.7k 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.

What are the alternatives to Standalone?

Skills that share tags, products or a category with Standalone: Xamarin iOS Migration (davidortinau/maui-skills, 174 stars), Eas Simulator (expo/skills, 2.7k stars), Engine Whats New (flutter/flutter, 179k stars) and Updating Android SDK (flutter/flutter, 179k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Standalone?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,242 GitHub stars. The repository holds 686 skills in this directory. The repository was last updated on October 8, 2026.

Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.