Agent skill

Build Game Changelog

by nirholas in nirholas/three.ws

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and…

Apache-2.0Auto-check passedDevelopment

Install Build Game Changelog

skills CLI
$ npx skills add nirholas/three.ws --skill build-game-changelog -a claude-code

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

GitHub CLI
$ gh skill install nirholas/three.ws build-game-changelog --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/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-changelog .claude/skills/build-game-changelog && 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
build-game-changelog
GitHub stars
229
Used in
1 other repo
Token cost
~2.2k tokens
SKILL.md length
1,163 words
Files
3 (incl. references)
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and…

  • Works in 5 steps: Read repository instructions and… → Find the game’s menu or pause state… → Find every displayed version, package… → …
  • Codex needs to add
  • SKILL.md covers Use this mental model, Start from truth, Define one release and Build or backfill the ledger, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Build Game Changelog is an agent skill from nirholas/three.ws. Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

Its SKILL.md is about 2.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `agents/openai.yaml` and `references/reference-architecture.md`).

It sits in Development, covering Changelog and release notes and Deployment. It works with Git. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.

When your agent uses it

  • Codex needs to add
  • Revise a changelog
  • Version screen in a game
  • Reconstruct release history from deployments and Git

Example prompts

  • “/build-game-changelog”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Read repository instructions and preserve unrelated work.
  2. Find the game’s menu or pause state machine, back action, input bindings, focus behavior, and responsive layout.
  3. Find every displayed version, package version, build version, deployment sequence, release manifest, and existing changelog.
  4. Query successful production deployments and their source revisions when available.
  5. Compare deployment revisions to identify what players actually received.

What it can do on your machine

Read from SKILL.md and the folder at commit 66624fb. 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

    No scripts in the folder and no shell commands in SKILL.md.

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

  • Network

    No URLs in SKILL.md.

    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.

Context cost

Build Game Changelog loads about 2.2k tokens when it runs, and up to ~4.3k if it reads all its reference files. Until then it costs about 128 tokens; SKILL.md has 1,163 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~128
When it runs · the whole SKILL.md, loaded when a task matches
~2.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.3k

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 nirholas/three.ws at commit 66624fb, republished under its Apache-2.0 licence (© nirholas). 1,163 words, ~2,169 tokens.

Download SKILL.mdSave it as .claude/skills/build-game-changelog/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
build-game-changelog
description
Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

Build Game Changelog

Build the changelog as a release system, not a decorative modal. Keep one authoritative ledger connected to production history, game-menu navigation, and release verification.

Use this mental model

  • The ledger is the public record of what players received.
  • A version identifies a successful production release, not a development commit.
  • The newest ledger entry defines the version shown throughout the game.
  • Opening the changelog is a reversible menu-state transition.
  • Every close affordance resolves through the same back action.
  • A release is complete only after the live game proves the expected version and behavior.

Start from truth

Inspect before editing:

  1. Read repository instructions and preserve unrelated work.
  2. Find the game’s menu or pause state machine, back action, input bindings, focus behavior, and responsive layout.
  3. Find every displayed version, package version, build version, deployment sequence, release manifest, and existing changelog.
  4. Query successful production deployments and their source revisions when available.
  5. Compare deployment revisions to identify what players actually received.

Prefer repository, deployment, and live-runtime evidence over chat summaries or commit-message guesses. Do not invent missing release dates, source revisions, features, or version mappings.

Define one release

Treat one successful player-visible production deployment as one changelog version.

  • Do not bump for local commits, drafts, tests, failed builds, or saved-but-unpublished artifacts.
  • Combine multiple commits shipped together into one version with several release notes.
  • Give a separately deployed hotfix its own version.
  • Describe player-visible outcomes, not implementation chores or raw commit messages.
  • Keep internal source and deployment identifiers in ledger metadata, not player-facing copy.

Retain an established version scheme. For a new pre-1.0 game without one, default to 0.9.0 and increment the patch once per production release: 0.9.1, 0.9.2, and so on. Do not jump to a new minor or major version without an explicit product milestone.

Build or backfill the ledger

Work oldest-to-newest when reconstructing history, then store entries newest-first for rendering.

  1. Enumerate successful production releases.
  2. Associate each release with its date, deployed source revision, and deployment identifier.
  3. Diff each source revision against the previous production revision.
  4. Summarize the user-visible changes in that release.
  5. Use the first production baseline as 0.9.0 when adopting the default scheme.
  6. Consolidate meaningful launch work into the baseline if it predates deployment tracking.
  7. Verify the ledger count, ordering, uniqueness, and version continuity.

If evidence is incomplete, mark provenance unknown in internal metadata or stop for clarification. Never fabricate a neat history.

Use one data source

Keep changelog content in typed or schema-validated structured data. Give each entry:

  • version
  • release date
  • short release title
  • one or more player-facing details
  • deployment version or release identifier when available
  • exact source revision when available

Derive the displayed current version from the newest ledger entry. Do not maintain a second hand-written version constant.

Store an explicit mapping between game versions and deployment versions. Only use a formula such as patch = deploymentOrdinal - 1 when the project guarantees it and tests it.

Avoid self-referential source metadata. A commit cannot contain its own final hash. Either:

  • keep the newest inline entry’s source revision pending and backfill it during the next release;
  • inject the exact revision at build time; or
  • store immutable release provenance outside the source commit.

See references/reference-architecture.md when implementing the schema, state machine, or tests.

Integrate with game navigation

Make the changelog an explicit menu route or screen state. Use an overlay only when the game’s existing menu architecture uses overlays.

  • Record the previous menu screen before opening.
  • Make the version control a toggle: closed opens the changelog; open returns to the previous screen.
  • Route the header toggle, visible X, bottom Back action, controller cancel, and Escape through one close or back function.
  • Use the game’s authoritative input-binding layer instead of adding a competing global Escape listener.
  • Respect higher-priority input consumers such as dialogs, drag operations, rebinding flows, and text fields.
  • Ignore repeated input and blocked transition states when the menu already does so.
  • Preserve the previous pause state when the changelog can open over gameplay.

On open, focus the close control or panel heading. On close, restore focus to the trigger when practical. Never strand keyboard or controller focus inside an unmounted panel.

Show full SKILL.md (470 more words)Show less

Apply durable UI mechanics

Fit the existing game UI rather than introducing a new visual language.

  • Place the changelog control with stable menu utilities such as sound, settings, or account controls.
  • Show the current version inside the control.
  • Keep a visible close X in the panel header and give it an accessible name.
  • Keep the current-version marker and close control visible while the release list scrolls independently.
  • Render releases newest-first with semantic headings, dates, and bullet lists.
  • Keep a bottom Back action when other game panels use one.
  • Use aria-expanded, aria-controls, a labelled panel, and dynamic open or close labels on web-based games.
  • Preserve the version and close affordance on small screens; compact secondary text before shrinking targets.
  • Use touch targets appropriate to the game’s existing control system.

Prefer concise, specific notes such as “Restore vitality at checkpoints” over “Various fixes.” Avoid developer-only jargon unless players need it.

Release safely

Use this order:

  1. Verify the latest live version and production source.
  2. Determine the next version from the successful release stream.
  3. Implement the player-visible changes and add exactly one pending release entry.
  4. Run data, interaction, accessibility, responsive, and build checks.
  5. Commit only the intended source.
  6. Build the exact committed revision.
  7. Publish that exact revision.
  8. Confirm the deployment succeeded before calling the version released.
  9. Verify the live game shows the expected version, history count, newest entry, oldest baseline, close paths, and no runtime errors.
  10. Reconcile or stop if the deployment sequence differs from the ledger.

Do not create another changelog version merely for filling in the previous release’s provenance unless that metadata update itself is deployed to players. Bundle bookkeeping with the next real release when possible.

Validate the contract

Require automated checks for:

  • unique, contiguous versions
  • newest-first ordering
  • oldest baseline
  • current version derived from the first entry
  • valid dates, non-empty titles, and non-empty details
  • unique deployment identifiers
  • valid or explicitly pending source revisions
  • complete rendered history in data order
  • closed and open toggle states
  • X, Back, controller cancel, and Escape using the same back route
  • focus on open and sensible focus restoration on close
  • independent list scrolling and reachable controls on small screens

Finish with production proof when the task includes a release. Test the live build, not only a local preview.

Avoid these failures

  • Do not create one version per commit.
  • Do not show a version that has not shipped.
  • Do not let package metadata, the UI badge, and the ledger disagree.
  • Do not close to a hard-coded home screen when the player came from another menu.
  • Do not register duplicate Escape handlers that can close two layers at once.
  • Do not hide the only close control inside a long scrolling list.
  • Do not expose source hashes or deployment IDs in player-facing notes.
  • Do not rewrite historical entries without evidence.

© nirholas, 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

SKILL.md and 2 other files (references) in third_party/designcode-agent-skills/agent-skills/game-development/build-game-changelog of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml
  • references/reference-architecture.md

Open the folder on GitHubat commit 66624fb

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Build Game Changelog 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.

Build Game Changelog compared with similar skills
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Works with

Categories

Questions about Build Game Changelog

What does Build Game Changelog do?

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and…. ws. Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI.

When should I use Build Game Changelog?

Build Game Changelog fits situations like: Codex needs to add; revise a changelog; version screen in a game; reconstruct release history from deployments and Git.

How do I install Build Game Changelog in Claude Code?

Run `npx skills add nirholas/three.ws --skill build-game-changelog -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-game-changelog in nirholas/three.ws) into .claude/skills/build-game-changelog in your project. Claude Code loads it when a task matches its description.

How do I install Build Game Changelog in Codex?

Run `npx skills add nirholas/three.ws --skill build-game-changelog -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-game-changelog in nirholas/three.ws) into .agents/skills/build-game-changelog in your project. Codex loads it when a task matches its description.

Can I use Build Game Changelog 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 nirholas/three.ws --skill build-game-changelog -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/build-game-changelog, .gemini/skills/build-game-changelog, .github/skills/build-game-changelog and .opencode/skills/build-game-changelog in your project.

What does Build Game Changelog need to run?

SKILL.md names no scripts, command-line tools or credentials: Build Game Changelog is instructions for the agent only.

Does Build Game Changelog access the network?

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.

Is Build Game Changelog 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 Build Game Changelog use?

Build Game Changelog 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 Build Game Changelog use?

About 2.2k tokens (SKILL.md is roughly 8.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.1k tokens, read only when the agent opens those files.

What are the alternatives to Build Game Changelog?

Skills that share tags, products or a category with Build Game Changelog: Release (DataDog/datadog-go, 375 stars), ClawRouter Release Checklist (BlockRunAI/ClawRouter, 6.6k stars), AnyDrag Release Routine (XueshiQiao/AnyDrag, 226 stars) and Release (bibendi/schked, 138 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Build Game Changelog?

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 229 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 10, 2026.

Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.