MCPInstall

release-checklist

Pre-release checklist — build verification, certification requirements, store metadata, launch readiness.

Installs
472
Last 24h
+22
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#5423
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/donchitos/claude-code-game-studios --skill release-checklist
  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 release-checklist 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 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.

Release Checklist

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_tier values above, not on platform names. A test on target platforms 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.


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.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.


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.
  • Read the open bugs from 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.

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 the code root (src/, Assets/ or Source/; 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 bare 0 is not a result.

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
- 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 accurate

Add 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 repeating them here would hand an itch project 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 correctly

For 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 handled

For 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 limits

Mobile 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.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 uploaded

At 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 reviewed

At 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 put them in the PC, Console and Mobile device blocks: those are selected by the command argument and default to all, so an itch project running /release-checklist with no argument would be handed the Steamworks SDK rows and the Lotcheck rows, which the cert_tier rule at the top of this skill forbids.

console means two different things in this file. It is a device-block argument value and a cert_tier value, 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 Director

Phase 5: Save Checklist

Present 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.


Phase 6: Next Steps

  • Draft the changelog or patch notes (/changelog, /patch-notes) if not done — the release gate checks them.
  • Run /gate-check release — the Polish → Release gate reads this checklist.
  • After a PASS: /launch-checklist, then coordinate the release via /team-release.

FAQ

What does the release-checklist skill do?

Pre-release checklist — build verification, certification requirements, store metadata, launch readiness.

How do I install release-checklist?

Run npx skills add https://github.com/donchitos/claude-code-game-studios --skill release-checklist 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/release-checklist/ (personal) or .claude/skills/release-checklist/ (project).

Which AI agents can use release-checklist?

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 release-checklist 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 release-checklist?

It is published by donchitos in donchitos/claude-code-game-studios. It has 472 recorded installs.

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