Release management for game development. Covers release checklists, patch notes, hotfix process, day-1 patch strategy, launch checklist, platform store submi...
---
name: game-dev-release
description: >
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.
triggers:
- "prepare for release"
- "release checklist"
- "ship my game"
- "patch notes"
- "hotfix"
- "launch preparation"
- "day 1 patch"
- "game launch"
- "deploy game"
---
# Game Dev Release โ Release Management
## ๐ฏ 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.
## ๐ค 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.
---
## ๐ Document Structure
Create in `game-dev-studio/release/`:
```
release/
โโโ release-plan.md โ Master release plan
โโโ launch-checklist.md โ Final launch checklist
โโโ patch-notes.md โ Patch notes history
โโโ hotfix-process.md โ Emergency fix workflow
โโโ store/ โ Store-specific materials
โโโ steam/ โ Steam store assets
โโโ itch/ โ itch.io assets
โโโ epic/ โ Epic Games Store assets
```
---
## ๐ Phase 1: Release Planning
### Step 1.1 โ Define Release
Ask:
> **"What kind of release is this?"**
>
> ```
> 1) Alpha โ internal/pre-alpha, close team only
> 2) Beta โ external testers, may be public
> 3) Early Access โ paid access during development
> 4) Full Launch โ 1.0 public release
> 5) Patch / Update โ post-launch content or fix release
> 6) Game Jam โ 48-72 hour compressed release
> ```
### Step 1.2 โ 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 โ Version Numbering
Use [Semantic Versioning](https://semver.org/) for games:
```
MAJOR.MINOR.PATCH
v1.0.0 โ First release
v1.1.0 โ Feature update
v1.1.1 โ Bugfix patch
v2.0.0 โ Major update (breaking changes)
```
Game jam / iterative builds can use date-based:
```
v2024.06.24 โ Build from June 24, 2024
v1.0.0-beta.1 โ Beta version
```
---
## โ
Phase 2: Pre-Launch Checklist
### Step 2.1 โ Final QA
```markdown
# 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 โ Build Pipeline
```markdown
# Build Pipeline Checklist
- [ ] **Build script verified** โ one-command build
- [ ] **All platforms build successfully:**
- [ ] Windows
- [ ] Mac
- [ ] Linux
- [ ] Web (HTML5)
- [ ] Mobile (Android/iOS)
- [ ] Console (if applicable)
- [ ] **Build versioning correct** โ version number in build
- [ ] **Build reproducible** โ same commit = same build
- [ ] **Build size optimized** โ no unnecessary assets
- [ ] **Build compression tested** โ load times acceptable
- [ ] **Gold master build created** and archived
```
### Step 2.3 โ Store + Distribution
**Steam:**
```markdown
# 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:**
```markdown
# 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
```
---
## ๐ Phase 3: Patch Notes
### Step 3.1 โ Writing Patch Notes
Template:
```markdown
# Patch Notes โ v[version]
**Build:** [build number]
**Release Date:** [YYYY-MM-DD]
---
## ๐ New Features
- [Feature 1]
- [Feature 2]
## ๐ง Improvements
- [Improvement 1]
- [Improvement 2]
## ๐ Bug Fixes
- Fixed [issue]
- Fixed [issue]
## โ๏ธ Balance Changes
- [Balance change 1]
- [Balance change 2]
## ๐จ Art / Audio
- [Art/audio change]
## ๐บ๏ธ Levels
- [Level change]
## Known Issues
- [Issue 1] โ ETA: [date/version]
- [Issue 2] โ ETA: [date/version]
---
**Download:** [link]
```
### Step 3.2 โ 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.
---
## ๐ฅ Phase 4: Hotfix Process
### Step 4.1 โ 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 โ 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 โ no scope creep
4. BUILD [automated]
- Increment PATCH version: v1.0.0 โ 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 โ Hotfix Branching
```
main โโโโ v1.0.0 โโโโ v1.0.1 (hotfix) โโโโ merge back
\
hotfix/ โโโโโโ crash-on-startup
```
Always merge hotfix branch back into main/dev branches.
### Step 4.4 โ Hotfix Checklist
```markdown
# 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)
```
---
## ๐ Phase 5: Launch Day
### Step 5.1 โ Final Pre-Launch
```markdown
# 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. ๐
## 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 โ 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 โ what goes to reviewers, press, streamers
Day-1 patch: v1.0.1 โ what players get on day 1 (if approved in time)
```
### Step 5.3 โ Launch Communication
```markdown
# Launch Announcement Template
> ๐ฎ **[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
---
## ๐ Phase 6: Post-Launch
### Step 6.1 โ First Week Monitoring
```markdown
# 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 โ Post-Launch Roadmap
Ask after launch:
> **"What's next?"**
>
> ```
> 1) Content update(s) โ new levels, characters, items
> 2) Quality-of-life update โ address feedback
> 3) Porting โ new platform release
> 4) DLC โ paid expansion
> 5) New project โ move on
> 6) Maintenance mode โ critical fixes only
> ```
### Step 6.3 โ 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
```
---
## ๐ Final Output
```markdown
# [Game Title] โ 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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