game-accessibility-spe…
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,…
Runs the pre-release launch pipeline for Steam, Epic, consoles and mobile: build gates, store page and review lead times, Next Fest and wishlists, a dated compliance checklist (AI disclosure, EU AI Act, EAA, IARC), day-one patch and go/no-go. Not for browser games (use
Claude Code
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch --agent claude-code
Codex
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch -a codex -y
Cursor
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch -a cursor -y
Gemini CLI
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch -a gemini-cli -y
GitHub Copilot
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch -a github-copilot -y
OpenCode
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch -a opencode -y
Windsurf
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch -a windsurf -y
name: game-launch description: > Runs the pre-release launch pipeline for Steam, Epic, consoles and mobile: build gates, store page and review lead times, Next Fest and wishlists, a dated compliance checklist (AI disclosure, EU AI Act, EAA, IARC), day-one patch and go/no-go. Not for browser games (use game-web-publish). argument-hint: "[platform: steam|epic|console|mobile] [target date YYYY-MM-DD]" allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, WebSearch, WebFetch, Bash(git log *), Bash(git status *), Bash(git describe *) effort: high disable-model-invocation: true
The distance between "done" and "launched" is longer than most teams expect, and the distance between "launched" and "sustained" is longer still. A finished, fun game can still stall because the store page went live too late, the build sat in review during a backlog, the AI disclosure was wrong, or the hotfix pipeline had never been exercised. This workflow runs the whole path: build gates, storefront, discoverability, compliance, day-one patch, go/no-go, and the first months after release.
Late 2026 adds two pressures that did not exist a few years ago. Stores are flooded (Steam reported review times of up to 12 business days in November 2026, and itch.io purged terabytes of AI-generated uploads the same month), and AI-related disclosure is now a legal and storefront requirement in several places. Plan for both from day one of launch prep, not the week before.
**Use this workflow when:**
adjusted scope)
**When NOT to use me:**
| Situation | Use instead | |---|---| | Browser release: itch.io HTML5, Poki, CrazyGames, Discord Activities, YouTube Playables, PWA | `/gameforge:game-web-publish` | | Game jam submission | `/gameforge:game-jam-mode` | | Internal or closed playtest build | `/gameforge:game-playtest` | | Automated builds, signing, Steam depot uploads in CI | `/gameforge:game-ci-pipeline` | | Positioning, comparable titles, price research | `/gameforge:game-market-research` | | Translating store page and game text | `/gameforge:game-localization-manager` | | Full accessibility audit or EAA scoping | `/gameforge:game-accessibility-specialist` | | Generating or logging AI assets before they ship | `/gameforge:game-ai-assets` | | Feature still unfinished, scope versus date | `/gameforge:game-scope-check`, then `/gameforge:game-producer` | | Several roles must sign off in parallel | `/gameforge:game-team-orchestrator` (release pipeline) |
1. **Every phase is gated.** Do not advance until the current gate is signed off or the exception is written down with an owner. Skipped gates are where launches implode. 2. **Lead times beat effort.** Several steps have fixed minimum durations (Coming Soon visibility, store and build review, Next Fest demo review, console certification). Backplan from the launch date before doing anything else. 3. **The store page is a design deliverable.** It is the game's first impression and the only one most people will see. It must show only what ships at launch. 4. **Compliance is not optional, and it is dated.** Each item in the compliance table below has an applicability test and a date. Record "not applicable, because ..." rather than skipping a row. 5. **Disclose from evidence, not memory.** AI-disclosure answers come from the asset provenance log, not from recollection the week before submission. 6. **Plan for failure.** The plan must include a rollback path and a tested hotfix pipeline. A rollback plan that has never been executed is a hope. 7. **Launch day is day one.** Post-launch cadence, community ownership and metrics are part of the launch plan, not a follow-up. 8. **Verify time-sensitive rules before stating them.** Platform rules in this skill are current as of November 2026. Before telling the user a deadline, open the official page (Steamworks, Partner Center, App Store Connect, Play Console) with WebFetch and confirm it. This skill gives practical guidance, not legal advice; recommend counsel for EULA, privacy and AI Act questions.
Read silently first:
`${CLAUDE_PLUGIN_ROOT}/templates/ai-asset-log.md`, maintained by `/gameforge:game-ai-assets`) and the project's AI content policy (`${CLAUDE_PLUGIN_ROOT}/templates/ai-content-policy.md`)
Then ask one AskUserQuestion round (up to four questions, each with a recommended default):
1. **Platforms:** Steam only (default) / Steam + Epic or GOG / plus console / plus mobile 2. **Launch type:** full release / Early Access / Early Access to 1.0 3. **Target date:** firm, flexible, or "tell me the earliest realistic date" 4. **Risk flags (multi-select):** AI-generated content that ships, live AI at runtime (LLM NPCs, generated text or voice), in-game purchases or loot boxes, chat or voice between players, sold in the EU, likely to attract children
Do not ask what the files already answer. If the date is unknown, compute the earliest realistic date from the backplan below and propose it.
🎮 A full indie game studio for Claude Code: 41 skills, 11 studio subagents with project memory, engine specialists for Godot, Unity, Unreal, Three.js & 2D web, plus vibe-coding, AI-asset and web-publishing workflows. From first idea to launch.
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,…
Art Director (Sable Mori). Defines and defends the visual identity: art bible, shape and color language, silhouette readability,…
Audio Director (Kael Resonance). Defines sonic identity and the sound bible, adaptive music, SFX design, mix and loudness,…
Creative Director (Orion Vance). Defines and protects the creative vision: core fantasy, hook, ranked pillars and anti-pillars,…
Game Designer (Luca Ferreira). Designs core loops, mechanics, progression, balance formulas and game feel with MDA, SDT and Flow,…
Economy Designer (Mirela Voss). Designs currencies, faucets and sinks, inflation control and ethical monetization (premium, F2P,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.