MCPInstall

changelog

Auto-generate a changelog from git commits and sprint data. Internal and player-facing versions.

Installs
465
Last 24h
+22
Trending rank
#5364
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/donchitos/claude-code-game-studios --skill changelog
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads changelog automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys 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).

Changelog

Recent History

Recent commits:

!git log --oneline -30 2>/dev/null || true

Recent tags (newest first):

!git tag --list --sort=-v:refname 2>/dev/null | head -5

Provenance check — before trusting the history above

The commits above may not belong to this game. This skill's history blocks are auto-resolved before the body runs, so the read has already happened — what this check governs is whether that output is usable, not whether it is fetched.

  1. Read the injected commit subjects above. If there are none — the log is empty or git is unavailable — skip this check: there is nothing to classify, and Phase 1's no-history branch is the right stop.
  2. Classify each one as Game (mechanics, content, balance, art, audio, UI, or a bug in those), Framework / maintenance (subjects naming skills, hooks, agents, the test plan, CI, or the framework's own docs), or Unclear — and treat Unclear as Framework.
  3. Decide from the counts:
    • At least one Game commit → proceed using only those, and state how many of how many you used.
    • Zero Game commits → stop, using the message below.

Filter per commit; a repo containing maintenance work is not a wrong repo. Every project on this framework accumulates commits touching hooks, CI and skills — the game repo is the framework repo, so stopping on them would fire on virtually every real project. The harm is those commits becoming release copy, and excluding them prevents that precisely.

This rule is kept identical to /patch-notes' on purpose — the two read the same history for different audiences, and they must not disagree about whose history it is. Change both together.

The genuine wrong-history signal is different: Game commits naming a product that design/ and the code root (src/, Assets/ or Source/) never mention. If you see that, stop.

If no commit in the range is this game's, say so and stop:

"The git history in this repo does not appear to belong to [game]: 0 of the [N] recent commits are Game commits. The recent commits describe [what they actually describe]. I cannot generate a changelog from it — point me at the right history, or supply the change list directly."

Verdict: BLOCKED — stop here without generating a changelog.

Why this is a hard stop, not a warning. Framework-internal commits rendered as player copy read as real changes: a session-hook timeout becomes "Fixed an issue where progress from your last session could be lost on launch" in a game with no save system. That copy is fluent, plausible, and entirely false. A reader cannot tell the difference; only this check can.

Do not treat the preamble's existence as evidence. Injected output means the command ran, never that its subject is your game.


Both blocks are resolved before this skill runs. Use them as the starting point for Phase 2 rather than re-running the same commands.


Phase 1: Parse Arguments

Read the argument for the target version or sprint number. If a version is given, use the corresponding git tag. If a sprint number is given, use the sprint date range.

Verify the repository is initialized: run git rev-parse --is-inside-work-tree to confirm git is available. If not a git repo, inform the user and abort gracefully.

If there is no history to read — not a git repository, or no commits yet:

"No git history found. A changelog is built from commits — commit the work first, or supply the change list directly."

Verdict: BLOCKED — stop here without generating a changelog.


Phase 2: Gather Change Data

Read the git log since the last tag or release:

git log --oneline [last-tag]..HEAD

If no tags exist, bound the range explicitly — git log --oneline -n 100. Do not fall back to the full log: on an established repo that is thousands of lines for a changelog covering one release, and the oldest of them are the least relevant. If 100 commits does not reach far enough back, say so and ask for a start ref rather than widening blindly.

Read sprint reports from production/sprints/ for the relevant period to understand planned work and context behind changes.

Read completed design documents from design/gdd/ for any new features implemented during this period. Read them by section: find the headings you need with the Grep tool (pattern ^#, content mode) and Read those ranges with offset and limit.


Phase 3: Categorize Changes

Categorize every change into one of these categories:

  • New Features: Entirely new gameplay systems, modes, or content
  • Improvements: Enhancements to existing features, UX improvements, performance gains
  • Bug Fixes: Corrections to broken behavior
  • Balance Changes: Tuning of gameplay values, difficulty, economy
  • Technical Debt / Refactoring: Refactors and cleanup of the game's code that change nothing the player sees — a commit that says it refactors, cleans up or tidies, and names no fix, feature or tuning. Internal changelog only; never in the player-facing one
  • Known Issues: Issues the team is aware of but have not yet resolved
  • Miscellaneous: Changes that do not fit the above categories, or commits whose messages are too vague to classify confidently

For each commit, check whether the message contains a task ID or story reference (e.g. [STORY-123], TR-, #NNN, or similar). Count commits that lack any task reference and include this count in the Phase 4 Metrics section as: Commits without task reference: [N].


Phase 4: Generate Internal Changelog

# Internal Changelog: [Version]
Date: [Date]
Sprint(s): [Sprint numbers covered]
Commits: [Count] ([first-hash]..[last-hash])

## New Features
- [Feature Name] -- [Technical description, affected systems]
  - Commits: [hash1], [hash2]
  - Owner: [who implemented it]
  - Design doc: [link if applicable]

## Improvements
- [Improvement] -- [What changed technically and why]
  - Commits: [hashes]
  - Owner: [who]

## Bug Fixes
- [BUG-ID] [Description of bug and root cause]
  - Fix: [What was changed]
  - Commits: [hashes]
  - Owner: [who]

## Balance Changes
- [What was tuned] -- [Old value -> New value] -- [Design intent]
  - Owner: [who]

## Technical Debt / Refactoring
- [What was cleaned up and why]
  - Commits: [hashes]

## Miscellaneous
- [Change that didn't fit other categories, or vague commit message]
  - Commits: [hashes]

## Known Issues
- [Issue description] -- [Severity] -- [ETA for fix if known]

## Metrics
- Total commits: [N]
- Files changed: [N]
- Lines added: [N]
- Lines removed: [N]
- Commits without task reference: [N]

Phase 5: Generate Player-Facing Changelog

# What is New in [Version]

## New Features
- **[Feature Name]**: [Player-friendly description of what they can now do
  and why it is exciting. Focus on the experience, not the implementation.]

## Improvements
- **[What improved]**: [How this makes the game better for the player.
  Be specific but avoid jargon.]

## Bug Fixes
- Fixed an issue where [describe what the player experienced, not what was
  wrong in the code]
- Fixed [player-visible symptom]

## Balance Changes
- [What changed in player-understandable terms and the design intent.
  Example: "Healing potions now restore 50 HP (up from 30) -- we felt
  players needed more recovery options in late-game encounters."]

## Known Issues
- We are aware of [issue description in player terms] and are working on a
  fix. [Workaround if one exists.]

---
Thank you for playing! Your feedback helps us make the game better.
Report issues at [link].

Phase 6: Output

Output both changelogs to the user. The internal changelog is the primary working document. The player-facing changelog is ready for community posting after review.


Phase 7: Offer File Write

After presenting the changelogs, ask the user:

"May I write this changelog to docs/CHANGELOG.md? [A] Yes, append this entry (recommended if the file already exists) [B] Yes, overwrite the file entirely [C] No — I'll copy it manually"

  • Check whether docs/CHANGELOG.md exists before asking. If it does, default the recommendation to [A] append.
  • If the user selects [A]: append the new internal changelog entry to the top of the existing file (newest entries first).
  • If the user selects [B]: overwrite the file with the new changelog.
  • If the user selects [C]: stop here without writing.

After a successful write: Verdict: CHANGELOG WRITTEN — changelog saved to docs/CHANGELOG.md. If the user declines: Verdict: COMPLETE — changelog generated.


Phase 7: Next Steps

  • Use /patch-notes [version] to generate a styled, saved version for public release.
  • Use /release-checklist before publishing the changelog externally.

Guidelines

  • Never expose internal code references, file paths, or developer names in the player-facing changelog
  • Group related changes together rather than listing individual commits
  • If a commit message is unclear, check the associated files and sprint data for context
  • Balance changes should always include the design reasoning, not just the numbers
  • Known issues should be honest — players appreciate transparency
  • If the git history is messy (merge commits, reverts, fixup commits), clean up the narrative rather than listing every commit literally

FAQ

What does the changelog skill do?

Auto-generate a changelog from git commits and sprint data. Internal and player-facing versions.

How do I install changelog?

Run npx skills add https://github.com/donchitos/claude-code-game-studios --skill changelog in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/changelog/ (personal) or .claude/skills/changelog/ (project).

Which AI agents can use changelog?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is changelog safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains changelog?

It is published by donchitos in donchitos/claude-code-game-studios. It has 465 recorded installs.

More from donchitos/claude-code-game-studios

View all →

balance-check

donchitos/claude-code-game-studios

Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.

Media & Creative793 installs

playtest-report

donchitos/claude-code-game-studios

Structured playtest report template, or turn existing playtest notes into structured feedback.

Docs & Writing610 installs

brainstorm

donchitos/claude-code-game-studios

Guides the user through finding and choosing a game concept. Use when the user wants game ideas, a new concept, a game jam idea, or to explore other directions, including dropping the current idea and starting over.

art-bible

donchitos/claude-code-game-studios

Author the Art Bible — visual identity gating asset production. Run before /map-systems.

Media & Creative568 installs

team-narrative

donchitos/claude-code-game-studios

Orchestrate the narrative team — narrative-director, writer, world-builder, level-designer — for story, world lore, narrative-driven levels.

Frontend & Design561 installs

design-review

donchitos/claude-code-game-studios

Reviews one design document for completeness, internal consistency, implementability, and design standards. Before handing to programmers.

Popular code quality & workflow skills

View category →

grill-me

mattpocock/skills

A relentless interview to sharpen a plan or design.

Scan a codebase for deepening opportunities, present them as a visual HTML report, then grill through whichever one you pick.

handoff

mattpocock/skills

Compact the current conversation into a handoff document for another agent to pick up.

domain-modeling

mattpocock/skills

Build and sharpen a project's domain model. Use when discussing codebase terminology, writing or editing a GLOSSARY.md, or recording or editing an ADR.

codebase-design

mattpocock/skills

Shared vocabulary for designing deep modules. Use when the user wants to design or improve a module's interface, find deepening opportunities, decide where a seam goes, make code more testable or AI-navigable, or when another skill needs the deep-module vocabulary.

diagnosing-bugs

mattpocock/skills

Diagnosis loop for hard bugs and performance regressions. Use when the user says "diagnose"/"debug this", or reports something broken/throwing/failing/slow.