Project onboarding for game development. Detects project state, asks guided questions to determine user context, and routes to the correct workflow.
Coding
Game Dev Release
Try itRelease management for game development. Covers release checklists, patch notes, hotfix process, day-1 patch strategy, launch checklist, platform store submi...
What it does
Release management for game development. Covers release checklists, patch notes, hotfix process, day-1 patch strategy, launch checklist, platform store submission, and post-launch support workflow.
The skill document
Game Dev Release — Release Management
🎯 Purpose
Ship a game build to players with confidence. Covers full release lifecycle: pre-launch checklist, build pipeline, store submission, patch notes, hotfix process, and post-launch support.
🤖 Multi-Platform Notes
| Platform | Notes |
|---|---|
| OpenClaw | Best for maintaining release checklists, patch notes, and documentation. |
| Claude Code | Can build export scripts, run release builds, and create store metadata files. |
| Cursor/Windsurf | Can help with release configuration and store-specific files. |
| GitHub Copilot | Chat can help write store descriptions and patch notes. |
| Generic LLM Chat | Provide checklist guidance and template content. User executes manually. |
| Any AI | All can produce checklists and templates. Build-capable AIs can automate parts of the pipeline. |
Warning: Store submission (Steam, Epic, App Store, etc.) requires manual steps that cannot be fully automated. The AI can prepare files and metadata but cannot submit to store portals.
📂 Document Structure
Create in game-dev-studio/release/:
release/
├── release-plan.md ← Master release plan
├── launch-checklist.md ← Final launch checklist
├── patch-notes.md ← Patch notes history
├── hotfix-process.md ← Emergency fix workflow
└── store/ ← Store-specific materials
├── steam/ ← Steam store assets
├── itch/ ← itch.io assets
└── epic/ ← Epic Games Store assets
📋 Phase 1: Release Planning
Step 1.1 — Define Release
Ask:
"What kind of release is this?"
1) Alpha — internal/pre-alpha, close team only 2) Beta — external testers, may be public 3) Early Access — paid access during development 4) Full Launch — 1.0 public release 5) Patch / Update — post-launch content or fix release 6) Game Jam — 48-72 hour compressed release
Step 1.2 — Release Schedule
Ask:
"Target release date?" (be realistic)
Then work backward:
T-8 weeks: Feature freeze
T-6 weeks: Beta build to testers
T-4 weeks: Content complete
T-2 weeks: Localization + store assets
T-1 week: Final QA pass
T-0: Gold master build
T+0: Launch
T+1 day: Day-1 patch (if needed)
T+1 week: Post-launch assessment
Step 1.3 — Version Numbering
Use Semantic Versioning for games:
MAJOR.MINOR.PATCH
v1.0.0 — First release
v1.1.0 — Feature update
v1.1.1 — Bugfix patch
v2.0.0 — Major update (breaking changes)
Game jam / iterative builds can use date-based:
v2024.06.24 — Build from June 24, 2024
v1.0.0-beta.1 — Beta version
✅ Phase 2: Pre-Launch Checklist
Step 2.1 — Final QA
# Pre-Launch QA Checklist
- [ ] **Full regression suite passed** (see `qa-test`)
- [ ] **All P0/P1 bugs fixed** or documented as known issues
- [ ] **Performance targets met** on minimum spec hardware
- [ ] **Load testing** (concurrent users if multiplayer)
- [ ] **Memory leak check** (30+ minute session)
- [ ] **Save/load tested** across multiple sessions
- [ ] **Achievements/leaderboards verified** (if applicable)
- [ ] **All languages/locales display correctly**
- [ ] **Accessibility features verified**
Step 2.2 — Build Pipeline
# Build Pipeline Checklist
- [ ] **Build script verified** — one-command build
- [ ] **All platforms build successfully:**
- [ ] Windows
- [ ] Mac
- [ ] Linux
- [ ] Web (HTML5)
- [ ] Mobile (Android/iOS)
- [ ] Console (if applicable)
- [ ] **Build versioning correct** — version number in build
- [ ] **Build reproducible** — same commit = same build
- [ ] **Build size optimized** — no unnecessary assets
- [ ] **Build compression tested** — load times acceptable
- [ ] **Gold master build created** and archived
Step 2.3 — Store + Distribution
Steam:
# Steam Store Checklist
- [ ] Steamworks SDK integrated
- [ ] Steam DRM tested (if using)
- [ ] Steam achievements set up
- [ ] Steam leaderboards set up
- [ ] Cloud saves working
- [ ] Store page submitted and approved
- [ ] Trailer / screenshots uploaded
- [ ] Description and tags finalized
- [ ] Pricing set
- [ ] Release date set in Steam backend
- [ ] Build depot uploaded and set as default
- [ ] Launch discount configured (if any)
- [ ] Community hub / forums set up
itch.io:
# itch.io Checklist
- [ ] Game page created
- [ ] Upload build(s) (Windows, Mac, Linux)
- [ ] Web build hosted on itch (if HTML5)
- [ ] Screenshots and trailer
- [ ] Description and tags
- [ ] Pricing set (free or paid)
- [ ] Embedded analytics set up
- [ ] Community features enabled
📝 Phase 3: Patch Notes
Step 3.1 — Writing Patch Notes
Template:
# Patch Notes — v[version]
**Build:** [build number]
**Release Date:** [YYYY-MM-DD]
---
## 🆕 New Features
- [Feature 1]
- [Feature 2]
## 🔧 Improvements
- [Improvement 1]
- [Improvement 2]
## 🐛 Bug Fixes
- Fixed [issue]
- Fixed [issue]
## ⚖️ Balance Changes
- [Balance change 1]
- [Balance change 2]
## 🎨 Art / Audio
- [Art/audio change]
## 🗺️ Levels
- [Level change]
## Known Issues
- [Issue 1] — ETA: [date/version]
- [Issue 2] — ETA: [date/version]
---
**Download:** [link]
Step 3.2 — Patch Notes Guidelines
- Tone: Professional but warm. Match your game's tone.
- Length: Long enough to be informative, short enough to scan.
- Format: Bullet points. Group by category.
- Sections: Features first, then fixes. Never lead with bugs.
- Credit: Thank testers, contributors, community.
- Known issues: Honest about what's not fixed yet.
🔥 Phase 4: Hotfix Process
Step 4.1 — When to Hotfix
HOTFIX TRIGGER: Critical bug that blocks play. Examples:
- Crash on startup
- Corrupted save files
- Game-breaking progression blocker
- Security vulnerability
DO NOT HOTFIX for:
- Minor visual bugs
- Balance issues
- Feature requests
- Performance improvements
Step 4.2 — Hotfix Workflow
1. BUG REPORTED (P0)
2. TRIAGE [15 min]
- Is it actually P0?
- Can we reproduce?
- Root cause known?
3. FIX [as fast as possible]
- Create branch: hotfix/[description]
- Fix the bug
- Test the fix
- Fix only the bug — no scope creep
4. BUILD [automated]
- Increment PATCH version: v1.0.0 → v1.0.1
5. REVIEW [30 min]
- Code review (if team)
- QA verify fix
- QA smoke test build
6. RELEASE
- Push build to stores
- Update all platforms
7. ANNOUNCE
- Post patch notes
- Communicate to players
Step 4.3 — Hotfix Branching
main ──── v1.0.0 ──── v1.0.1 (hotfix) ──── merge back
\
hotfix/ ────── crash-on-startup
Always merge hotfix branch back into main/dev branches.
Step 4.4 — Hotfix Checklist
# Hotfix: [BUG-ID]
**Bug:** [summary]
**Severity:** P0
**Found in:** v[version]
## Process
- [ ] Bug confirmed and reproduced
- [ ] Root cause identified
- [ ] Fix implemented
- [ ] Fix tested (fixes the bug)
- [ ] Smoke test (no regressions)
- [ ] Build created: v[version+patch]
- [ ] Build uploaded to stores
- [ ] Patch notes written and posted
- [ ] Community notified
## Post-Hotfix
- [ ] Hotfix merged to dev branch
- [ ] Automated test added (if possible)
- [ ] Post-mortem written (if warranted)
🚀 Phase 5: Launch Day
Step 5.1 — Final Pre-Launch
# Launch Day Checklist
## T-24 Hours
- [ ] Gold master build verified
- [ ] Store pages finalized and reviewed
- [ ] Release date/time confirmed
- [ ] Social media posts scheduled
- [ ] Press build sent to media (if applicable)
- [ ] Backup builds stored (offline + cloud)
- [ ] Discord/community channels ready
- [ ] Support email/contact set up
## T-2 Hours
- [ ] Final smoke test of live build
- [ ] Server monitoring set up (if multiplayer)
- [ ] Analytics/dashboard verified
- [ ] Team communication channels open
- [ ] Emergency rollback plan ready
## T-0: Launch
- [ ] Push build live on stores
- [ ] Flip "release" switch in store backend
- [ ] Post launch announcement
- [ ] Monitor social media channels
- [ ] Monitor crash reporting
- [ ] Monitor server load (if applicable)
- [ ] Have a snack. You earned it. 🎉
## T+1 Hour
- [ ] Check for critical bug reports
- [ ] Check store reviews/ratings
- [ ] Respond to initial player feedback
- [ ] Send thank-you to testers/backers
Step 5.2 — Day-1 Patch
Prepare before launch:
"Should we prepare a day-1 patch?"
Plan:
- Fix minor bugs found during certification/review
- Do NOT add new features
- Submit for certification alongside launch build
- Release day-1 patch when approved (usually 1-3 days after launch)
Day-1 patch strategy:
Launch build: v1.0.0 — what goes to reviewers, press, streamers
Day-1 patch: v1.0.1 — what players get on day 1 (if approved in time)
Step 5.3 — Launch Communication
# Launch Announcement Template
> 🎮 **[Game Title]** is OUT NOW on [Platforms]!
>
> [One-sentence hook]
>
> [Link to store page]
>
> Thank you to everyone who supported us during development!
>
> #gamedev #indiegame [Genre] [Platform]
Post to:
- Steam News
- Twitter / X
- Discord
- Reddit (relevant subreddits)
- itch.io community
- Personal blog / website
📊 Phase 6: Post-Launch
Step 6.1 — First Week Monitoring
# Post-Launch Monitoring (Week 1)
| Metric | Target | Current | Notes |
|--------|--------|---------|-------|
| Crash rate | < 1% | [X%] | |
| Avg playtime | [target] | [X min] | |
| Completion rate | [target] | [X%] | |
| Store rating | 4+ | [X.X] | |
| Reviews | [target] | [count] | |
| Support tickets | [target] | [count] | |
Step 6.2 — Post-Launch Roadmap
Ask after launch:
"What's next?"
1) Content update(s) — new levels, characters, items 2) Quality-of-life update — address feedback 3) Porting — new platform release 4) DLC — paid expansion 5) New project — move on 6) Maintenance mode — critical fixes only
Step 6.3 — Patch Cycle
Week 1: Critical hotfixes only
Week 2-3: QoL patch addressing top player feedback
Month 1: First content update
Month 2+: Regular content updates or move to maintenance
📄 Final Output
# [Game Title] — Release Plan v1.0
**Launch Date:** [YYYY-MM-DD]
**Version:** v1.0.0
## Release Type
[Alpha / Beta / Early Access / Full Launch / Patch]
## Platforms
- [ ] Steam
- [ ] itch.io
- [ ] Epic Games Store
- [ ] GOG
- [ ] Game Pass
- [ ] Nintendo Switch
- [ ] PlayStation 5
- [ ] Xbox Series X|S
- [ ] Mobile (iOS/Android)
- [ ] Web (HTML5)
- [ ] Other: [specify]
## Schedule
| Milestone | Date | Status |
|-----------|------|--------|
| Feature freeze | [date] | [pending/done] |
| Beta build | [date] | [pending/done] |
| Content complete | [date] | [pending/done] |
| Gold master | [date] | [pending/done] |
| Launch | [date] | [pending/done] |
| Day-1 patch | [date] | [planned] |
## Budget
- **Release build size:** [X MB / GB]
- **Certification costs:** [amount] (if console)
- **Build pipeline:** [auto/manual]
## Risk Register
| Risk | Likelihood | Impact | Mitigation |
|------|-----------|--------|------------|
| Crash on launch | Low | Critical | Load testing, crash reporting |
| Store page rejected | Medium | High | Submit early for review |
| Server overload | Low | Medium | Auto-scaling (if multiplayer) |
| Bad reviews on launch | Medium | Medium | Day-1 patch ready |
## Contingency
- **Crash on startup:** Roll back to previous build. Investigate, hotfix.
- **Store rejection:** Fix issues, resubmit. Delay launch if needed.
- **Server issues:** Vertical scaling, communicate with players.
- **Negative reception:** Day-1 patch, community engagement, QoL update planned.
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