release-checklist skill
Pre-release checklist — build verification, certification requirements, store metadata, launch readiness.
Is the release-checklist skill safe?
Clean: nothing in its files matched our rules. We read 1 file in the folder on 2026-09-28.
No findings.
Install the release-checklist skill
A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios mkdir -p ~/.claude/skills cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/release-checklist ~/.claude/skills/release-checklist
In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub
The instructions your agent would load
SKILL.md as published, without the frontmatter. Read it on GitHub
!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolveconfig --keys rigor,project.stage,certtier,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; automationalwaysask 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:
scope; say so rather than listing them unchecked.
- project.stage — items for phases this project has not reached are out of
weight this project has opted out of.
- modes.rigor — at minimal, drop items whose only justification is process
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; .claude/docs/effects-map.md holds the full requirement table and is the source, so read it rather than restating it.
- platform.certtier — emit certification items only** for the tier the
jam game. Say the section was omitted and why; do not leave it blank.
- none — emit no certification section at all. Internal release, alpha or
No console and no Steamworks items.
- itch — itch.io upload requirements only: build size, page setup, age tags.
requirements, common content rules. No console certification items.
- steam — Steamworks: store page, depot build, achievements, system
rules, controller-mapping rules, age-rating boards. The heaviest tier.
- console — full platform certification (TRC / XR / Lotcheck), save-data
Branch on the certtier values above, not on platform names.** "Emit
console/mobile certification items only for the platforms the project targets"
is the wrong test: it treats an itch project and a steam project
identically, conflates none with unset, and keys on mobile, which is not a
cert_tier value 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.
Phase 1: Parse Arguments
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.certtier, resolved in the resolved-config block at the top of this skill — see the platform.certtier 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 certtier 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.
Phase 2: Load Project Context
- Read CLAUDE.md for project context, version information, and platform targets.
- Read the current milestone from production/milestones/ to understand what features and content should be included in this release.
Phase 3: Scan Codebase
State the denominator with every count. These scans look for something bad,
so 0 means either "searched and found none" or "there was nothing to search",
and on a release gate those are opposite findings. Report
scanned [N] source files: [M] TODO, [M] FIXME, [M] HACK — or, when src/ is
absent or holds no source files,
NOT ASSESSED — no source files found to scan. A bare 0 is not a result.
/launch-checklist scans 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 misleading 0.
Scan for outstanding issues:
- Count TODO comments
- Count FIXME comments
- Count HACK comments
- Note their locations and severity
Check 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.
Phase 4: Generate the Release Checklist
## Release Checklist: [Version] -- [Platform]
Generated: [Date]
### Codebase Health
- 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
- [ ] Zero S1 (Critical) bugs
- [ ] Zero S2 (Major) bugs -- or documented exceptions with producer approval
- [ ] 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-fAdd 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_tier models
none|itch|steam|console and 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 a mobile
tier, which is the exact wrong vocabulary the cert_tier rule warns against.
Certification — emit ONLY the block matching platform.certtier** (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).More skills from Donchitos/Claude-Code-Game-Studios
- AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
- Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
- Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
- Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
- Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
- Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
- Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
- AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
- Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
- Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
- AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
- Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.