/gamestack-upgrade
Check whether the installed gamestack plugin is behind the marketplace's latest version and update it in place. Use when asked to "upgrade gamestack", "update gamestack", "check for gamestack updates", "is gamestack up to date", "auto update the plugin", "gamestack upgrade", or
$ npx -y skills add rondorkerin/gamestack --skill gamestack-upgrade --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.
- You can call itInvoke it directly when you want it.
- Slash command
/gamestack-upgrade
Context preview
The summary Claude sees to decide when to auto-load this skill.
Check whether the installed gamestack plugin is behind the marketplace's latest version and update it in place. Use when asked to "upgrade gamestack", "update gamestack", "check for gamestack updates", "is gamestack up to date", "auto update the plugin", "gamestack upgrade", or
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
Other skills on gamestack.
- /3d-graphics-and-rendering
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR materials, the forward/deferred/forward+ lighting architecture, global-illumination and shadow choices,
Open skill - /ai-authored-content-coherence
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never violate" list, generate-then-rationalize causation, recurring thematic domains so generated figures cohere into arcs, the
Open skill - /animation-systems
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion, the candy-wrapper artifact), forward vs inverse kinematics, IK solvers (two-bone, FABRIK, CCD, look-at), blend trees and
Open skill - /art-direction-and-readability
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as eye-direction, reserved signal colors, visual-language consistency, and how an AI engine keeps a coherent house style
Open skill - /combat-design
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes and role-based rosters, multi-enemy readability, encounter pacing, and high-lethality (Souls-like)
Open skill - /difficulty-and-balancing
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic difficulty adjustment (DDA), difficulty settings, and accessibility assists. Also use to diagnose "this is too hard/too easy",
Open skill

