game-accessibility-spe…
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user is preparing for game release, needs a launch checklist, store submission guidance, go/no-go decision framework, or day-one patch planning. Covers Steam, itch.io, Epic, and console submission pipelines. Triggers on: "launch", "release", "store submission",
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-launch --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-launchContext preview
The summary Claude sees to decide when to auto-load this skill.
Invoke when the user is preparing for game release, needs a launch checklist, store submission guidance, go/no-go decision framework, or day-one patch planning. Covers Steam, itch.io, Epic, and console submission pipelines. Triggers on: "launch", "release", "store submission",
name: "game-launch" description: > Invoke when the user is preparing for game release, needs a launch checklist, store submission guidance, go/no-go decision framework, or day-one patch planning. Covers Steam, itch.io, Epic, and console submission pipelines. Triggers on: "launch", "release", "store submission", "go/no-go", "day-one patch", "launch readiness". Do NOT invoke for sprint planning (use game-sprint-plan) or code review (use game-code-review). Part of the AlterLab GameForge collection. argument-hint: "[platform: steam|itch|epic|console]" model: opus effort: high disable-model-invocation: true allowed-tools: Read, Glob, Grep, Write, AskUserQuestion version: 1.3.0
The distance between "done" and "launched" is longer than most teams expect. And the distance between "launched" and "sustained" is longer still. A game that is feature-complete, bug-free, and fun can still fail because the store page was not optimized, the press kit was missing, the age rating was not filed, or the day-one patch pipeline was not tested. Worse -- a game that launches perfectly can die in week two without a post-launch strategy.
Hades did not become a cultural phenomenon on launch day. It became one through 18 months of Early Access with a meticulously planned patch cadence. Stardew Valley did not stop at 1.0 -- ConcernedApe's free content updates built a community that still plays eight years later. This workflow covers both sides: the exhaustive pre-launch pipeline AND the post-launch operations that determine whether your game survives past the first week.
**Invoke this workflow when:**
**Do NOT use this workflow when:**
1. **Every phase is gated.** Do not advance to the next phase until the current phase is signed off. Skipping a phase to save time is how launches implode. Vampire Survivors launched without a press kit and still succeeded -- but that was 2021 lightning in a bottle, not a replicable strategy. 2. **Storefronts are not optional.** A store page that is missing screenshots, has a vague description, or uses the wrong tags will kill discoverability. The store page IS the game's first impression. Treat it as a design deliverable, not a checkbox. 3. **Legal compliance is not a suggestion.** Missing an age rating or privacy policy can result in the game being pulled post-launch. This is a catastrophic outcome that is entirely preventable. 4. **Plan for failure.** The launch plan must include a rollback strategy. If the answer to "what if launch goes wrong?" is "panic," your launch plan is incomplete. 5. **Day-one patches are expected, not shameful.** Between going gold and launch day, new issues will be found. The question is not "will we need one?" but "how fast can we deploy one?" 6. **Launch day is day one, not the finish line.** Dead Cells shipped its 1.0 and then delivered 6 major content updates over 4 years. Hades had 18 months of Early Access patches before 1.0. Your post-launch strategy matters as much as your pre-launch checklist. 6. **Reference `docs/game-design-theory.md`** for player psychology considerations in storefront presentation and first-time user experience.
**Phase 1: Build Validation**
This is the final technical gate. The game must be provably stable, performant, and complete before any launch activities begin.
**Clean Build Verification:**
**Automated Test Suite:**
**Performance Validation:**
**Bug Triage:**
🎮 34 production-grade Claude Code skills for indie game development — studio agents, workflow skills, engine specialists, genre packs, and CI validation. From concept to launch.
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user asks about art style, visual language, style guide, character design, environment art, UI art direction, asset pipeline, reference boards,…
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio…
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.…
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency,…