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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -25,24 +25,42 @@ in `autonomous` mode it runs end to end, recording each phase outcome via
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## Phase 0: Resolve Config
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!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size`
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!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size,workflow,project.stage`
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Resolved above — use as-is; `--review` overrides `review_mode`. No block →
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defaults in `.claude/docs/config-resolution.md`.
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`review_mode` sets gate depth:
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- `full` — spawn all director and lead gates as described
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- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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- `solo` — skip all director gate spawning entirely; run the skill without any agent gates
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**Stage check — before anything is spawned.** This skill ships a release, and
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`/gate-check release` is the readiness gate that must pass first; only its PASS
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sets `project.stage` to `Release`. If the resolved `project.stage` is anything
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else — `Polish`, an earlier stage, or not set — stop before Phase 1 and spawn
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nothing:
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> "The release readiness gate has not passed (project.stage: [stage]) — run
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> `/gate-check release` first."
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Then ask with `AskUserQuestion`, in every `automation` mode — an override is never
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taken on the user's behalf: `[A] Stop — I'll run /gate-check release (recommended)`
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/ `[B] Proceed anyway — override the stage check`. On `[A]`, end the run: Verdict
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**BLOCKED** — release gate not passed. On `[B]`, ask (plain text) why, then record
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the override as `Stage override: project.stage was [stage] — release gate not
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passed; the user chose to proceed: [reason]` in the Phase 1 brief, in the go/no-go
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record (`go-no-go-[version].md`) and in the final report. An override never
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changes the stage itself.
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`review_mode` sets director-gate depth, and this pipeline has no director gate:
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no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any `review_mode`. Its
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phase gates are the pipeline's own decision points (defined under `team.size`
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below), and the agents that work at them are team members, not director gates.
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`automation` drives the Decision Points note above. See the Decision Points note above and
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`.claude/docs/automation-modes.md` for how each mode changes pipeline behavior.
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**`team.size`**: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
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- **`individual`** (default): `release-manager` only. Other agents consulted via the release-manager, not spawned separately.
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- **`small`**: + `producer` + `devops-engineer` + `qa-lead`.
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- **`studio`**: + `security-engineer` + `analytics-engineer` + `localization-lead`.
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Directors (CD/TD/PR) still spawn at phase gates regardless of size; a non-core agent needed at `individual` routes through the nearest active core agent with an informational note. **"Phase gate" means any phase that ends in an `AskUserQuestion` decision point before the pipeline advances** — not every phase. Apply the test literally: if the phase below has no decision point, it is not a gate, and an agent restricted to "phase gates only" is not spawned for it. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.
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- **`small`**: + `producer` + `devops-engineer` + `qa-lead` + `community-manager`.
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- **`studio`**: + `security-engineer` + `analytics-engineer` + `localization-lead` + `performance-analyst`, and `network-programmer` when the game is multiplayer (the full pipeline as documented).
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A non-core agent needed at `individual` routes through the nearest active core agent with an informational note. **"Phase gate" means any phase that ends in an `AskUserQuestion` decision point this pipeline itself lists** — a transition under Decision Points above, the stage check, or the Phase 6 deploy question — **whatever the `automation` mode.** `guided` and `autonomous` change how a gate is passed (it auto-advances, or is recorded with `log_decision`), not whether it is one, so bounded-exception condition (3) below holds at it in every mode. An agent restricted to "phase gates only" is spawned at those points and no others. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.
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**Announce the active set before Phase 1 — never let the collapse be silent.**
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Before spawning anything, state in one line which agents this run will actually
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@@ -57,10 +75,10 @@ Fill it from the `team.size` list directly above and the agents this file's own
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pipeline names — not from an example. Both sets differ per orchestrator.
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The pipeline below reads as a multi-agent fan-out and at the shipped default it
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is one or two agents — `team-release` names eight and runs one, `team-narrative`
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is one or two agents — `team-release` names ten and runs one, `team-narrative`
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names six across five phases and runs `writer` alone. **The collapse is correct**:
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`team.size` is rigor-fronted and the narrow default is the token lever, measured
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at roughly 10x. What was wrong is that nothing said so, so a reader could not
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`team.size` is rigor-fronted and the narrow default is the token lever.
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Without saying so, a reader cannot
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distinguish a correctly-collapsed run from a broken pipeline, and the per-agent
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"routes through the nearest core agent with an informational note" rule above
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fires at routing time and never states the shape of the run as a whole.
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@@ -70,49 +88,61 @@ indistinguishable, to the person reading the output, from one that was never
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enforced.**
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## Team Composition
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- **release-manager** — Release branch, versioning, changelog, deployment
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- **release-manager** — Release tag, versioning, changelog, patch notes, deployment
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- **qa-lead** — Test sign-off, regression suite, release quality gate
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- **devops-engineer** — Build pipeline, artifacts, deployment automation
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- **security-engineer** — Pre-release security audit (invoke if game has online/multiplayer features or player data)
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- **network-programmer** — Netcode stability sign-off (invoke if game has multiplayer)
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- **analytics-engineer** — Verify telemetry events fire correctly and dashboards are live
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- **community-manager** — Patch notes, launch announcement, player-facing messaging
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- **localization-lead** — Verify every shipped string is translated
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- **performance-analyst** — Benchmark the release build against its performance targets
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- **community-manager** — Launch announcement and player-facing messaging, written from the patch notes
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- **producer** — Go/no-go decision, stakeholder communication, scheduling
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## How to Delegate
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Use the `Agent` tool to spawn each team member as a subagent:
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- `subagent_type: release-manager` — Release branch, versioning, changelog, deployment
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- `subagent_type: release-manager` — Release tag, versioning, changelog, patch notes, deployment
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- `subagent_type: qa-lead` — Test sign-off, regression suite, release quality gate
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- `subagent_type: devops-engineer` — Build pipeline, artifacts, deployment automation
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- `subagent_type: security-engineer` — Security audit for online/multiplayer/data features
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- `subagent_type: analytics-engineer` — Telemetry event verification and dashboard readiness
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- `subagent_type: community-manager` — Patch notes and launch communication
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- `subagent_type: community-manager` — Launch communication, written from the patch notes
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- `subagent_type: producer` — Go/no-go decision, stakeholder communication
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- `subagent_type: network-programmer` — Netcode stability sign-off (invoke if game has multiplayer)
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- `subagent_type: localization-lead` — Translation completeness sign-off (Phase 4)
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- `subagent_type: performance-analyst` — Performance benchmarks against targets (Phase 4)
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**Brief each agent — do not dump context.** Read the shared inputs **once** and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re-reads the whole file). Pass a path only for a document you have not read and only that agent needs.
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**End every agent prompt with a return contract:** "Write your full output to `[path]` — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return **only** (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session.
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**Substitute a real path for `[path]`.** One file per phase under
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`production/releases/`, except the two whose homes are fixed elsewhere:
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**Substitute a real path for `[path]`.** One file per agent under
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`production/releases/`, except the two whose homes are fixed elsewhere. An active
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agent standing in for one outside the active set writes that agent's file:
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| Phase / agent | Writes to | Destination fixed by |
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|---|---|---|
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| 1 producer | `production/releases/release-plan-[version].md` | this skill |
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| 2 release-manager | `production/releases/release-checklist-[version].md` | `/release-checklist` |
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| 3 qa-lead | `production/releases/qa-gate-[version].md` | this skill |
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| 4 specialists | `production/releases/signoff-[version].md` | this skill |
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| 3 devops-engineer | `production/releases/build-[version].md` | this skill |
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| 3 security-engineer | `production/releases/security-signoff-[version].md` | this skill |
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| 3 network-programmer | `production/releases/netcode-signoff-[version].md` | this skill |
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| 4 localization-lead | `production/releases/localization-signoff-[version].md` | this skill |
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| 4 performance-analyst | `production/releases/performance-signoff-[version].md` | this skill |
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| 4 analytics-engineer | `production/releases/analytics-signoff-[version].md` | this skill |
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| 5 go/no-go | `production/releases/go-no-go-[version].md` | this skill |
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| 6 community-manager | `docs/patch-notes/[version].md` | `/patch-notes` |
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| 6 release-manager | `docs/patch-notes/[version].md` | `/patch-notes` |
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| 6 community-manager | `production/releases/announcement-[version].md` | this skill |
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| 7 release-manager | `production/releases/release-report-[version].md` | this skill |
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> **Every one of those seven outputs needs a stated destination.**
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> **Every one of those thirteen outputs needs a stated destination.**
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> `production/releases/` is where `/release-checklist` already writes, and
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> `docs/patch-notes/[version].md` is where `/patch-notes` already writes, so the
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> release record lands in one place regardless of which skill produced it.
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>
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> **A separate file per phase, not one appended record.** Phase 3 and Phase 4
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> **A separate file per agent, not one appended record.** Phase 3 and Phase 4
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> spawn agents in parallel; two agents appending to one file race, and the loser's
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> section vanishes silently.
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@@ -131,29 +161,40 @@ Delegate to **producer**:
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### Phase 2: Release Candidate
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Delegate to **release-manager**:
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- Cut release branch from the agreed commit
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- Bump version numbers in all relevant files
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- Generate the release checklist using `/release-checklist`
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- Freeze the branch — no feature changes, bug fixes only
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- Output: release branch name and checklist
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- Bump version numbers in all relevant files on `main`; the commit carrying the bump is the release candidate. Development is trunk-based — a release is a tag on `main` (applied in Phase 6), not a branch
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- Confirm the release checklist from Polish (`/release-checklist`, run before `/gate-check release`) is complete for this candidate; run it now only if none exists
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- Cut a `release/[version]` branch from the candidate only if this release needs stabilising (a freeze, platform certification) — bug fixes only there, and every fix lands on `main` as well
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- Output: release candidate commit (plus the `release/*` branch, if one was cut) and checklist
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### Phase 3: Quality Gate (parallel)
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Delegate in parallel:
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- **qa-lead**: Execute full regression test suite. Test all critical paths. Verify no S1/S2 bugs. Sign off on quality.
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- **qa-lead**: Execute full regression test suite. Test all critical paths. Verify no open bugs at the severities `/gate-check release` blocks for this `workflow`: S1 at every tier, S2 and S3 too at `full`. Sign off on quality.
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- **devops-engineer**: Build release artifacts for all target platforms. Verify builds are clean and reproducible. Run automated tests in CI.
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- **security-engineer** *(if game has online features, multiplayer, or player data)*: Conduct pre-release security audit. Review authentication, anti-cheat, data privacy compliance. Sign off on security posture.
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- **network-programmer** *(if game has multiplayer)*: Sign off on netcode stability. Verify lag compensation, reconnect handling, and bandwidth usage under load.
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When either agent is in the active set, decide its condition from `platform.online` and `platform.multiplayer` in `project.yaml`, plus whether the game stores player data. A key that is absent is not a `false`: ask the user rather than assume an offline game. An agent skipped on these grounds says so by name in the Phase 3 output — e.g. `security-engineer: not spawned — platform.online: false, platform.multiplayer: false, no player data`.
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### Phase 4: Localization, Performance, and Analytics
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Delegate (can run in parallel with Phase 3 if resources available):
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- Verify all strings are translated (delegate to **localization-lead** if available)
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- Run performance benchmarks against targets (delegate to **performance-analyst** if available)
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- **analytics-engineer**: Verify all telemetry events fire correctly on release build. Confirm dashboards are receiving data. Check that critical funnels (onboarding, progression, monetization if applicable) are instrumented.
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- Output: localization, performance, and analytics sign-off
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- Output: localization, performance, and analytics sign-off — one file per agent (table above)
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### Phase 5: Go/No-Go
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Delegate to **producer**:
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- Collect sign-off from: qa-lead, release-manager, devops-engineer, security-engineer (if spawned in Phase 3), network-programmer (if spawned in Phase 3), and technical-director
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Before delegating, get the **technical-director** release sign-off. The producer
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cannot spawn agents, so the orchestrator does: spawn `technical-director` at
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`review_mode: full` only — this is a director review, not a PHASE-GATE, so `lean`
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and `solo` skip it. Ask for GO, CONCERNS or NO-GO on the release candidate's
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technical state, or NOT ASSESSED naming what it could not read. When it is not
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spawned, the go/no-go record says `technical-director sign-off: not run
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(review_mode: <mode>)` instead of listing it as given; a NOT ASSESSED answer is
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recorded as such and never counted as a sign-off.
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Delegate to **producer**, passing every sign-off collected so far:
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- Collect sign-off from: qa-lead, release-manager, devops-engineer, security-engineer (if spawned in Phase 3), network-programmer (if spawned in Phase 3), and technical-director (if spawned above)
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- Carry a stage-check override, if there was one, into the go/no-go record as its `Stage override:` line
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- Evaluate any open issues — are they blocking or can they ship?
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- Make the go/no-go call
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- Output: release decision with rationale
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@@ -187,13 +228,15 @@ Before tagging or deploying, use `AskUserQuestion`:
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Only after explicit approval, delegate to **release-manager** + **devops-engineer**:
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- Tag the release in version control
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- Generate changelog using `/changelog`
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- Finalize the changelog drafted in Polish (`/changelog`), adding what changed since the gate
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- Deploy to staging for final smoke test
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- Deploy to production (only if the user approved production above)
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- Human team action: Monitor dashboards and error rates for 48 hours post-release. Schedule a follow-up retrospective using `/retrospective` at the 48-hour mark.
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Delegate to **community-manager** (in parallel with deployment):
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- Finalize patch notes using `/patch-notes [version]`
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In parallel with deployment, delegate to **release-manager**:
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- Finalize the patch notes drafted in Polish using `/patch-notes [version]` — release-manager carries that skill and the Bash access its `git log` step needs; `community-manager` has neither
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Then hand those patch notes to **community-manager**:
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- Prepare launch announcement (store page updates, social media, community post)
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- Draft known issues post if any S3+ issues shipped
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- Output: all player-facing release communication, ready to publish on deploy confirmation
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@@ -204,6 +247,7 @@ Delegate to **community-manager** (in parallel with deployment):
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- **qa-lead**: Monitor incoming bug reports for regressions
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- **community-manager**: Publish all player-facing communication, monitor community sentiment
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- **analytics-engineer**: Confirm live dashboards are healthy; alert if any critical events are missing
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- Keep the 48-hour monitoring window from Phase 6: bugs, dashboards and community sentiment are watched for 48 hours after release (release-manager's own watch runs to its 72h report)
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- Schedule post-release retrospective if issues occurred
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## Error Recovery Protocol
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@@ -222,7 +266,7 @@ partial report.** Full procedure: `.claude/docs/error-recovery-protocol.md`.
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Common blockers:
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- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
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- ADR status is Proposed → do not implement; run `/architecture-decision` first
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- ADR status is Proposed → do not implement; accept it with `/architecture-decision accept ADR-NNNN` once decided
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- Scope too large → split into two stories via `/create-stories`
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- Conflicting instructions between ADR and story → surface the conflict, do not guess
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@@ -249,10 +293,10 @@ require explicit confirmation regardless of which rule above applies.
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A summary report covering: release version, scope, quality gate results, go/no-go decision, deployment status, and monitoring plan.
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Verdict: **COMPLETE** — release executed and deployed.
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Verdict: **BLOCKED** — release halted; go/no-go was NO or a hard blocker is unresolved.
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Verdict: **BLOCKED** — release halted; the stage check stopped it, go/no-go was NO, or a hard blocker is unresolved.
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## Next Steps
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- Monitor post-release dashboards for 48 hours.
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- Run `/retrospective` if significant issues occurred during the release.
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- Update `project.stage` in `project.yaml` to `Release` after successful deployment (also write `Release` to `production/stage.txt` for backward compatibility with hooks that haven't migrated). `Release` is the terminal stage in the `project.stage` enum — there is no post-launch stage value. Record live/post-launch status in the release report, not in `project.stage`.
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- `project.stage` reads `Release` unless the stage check was overridden: `/gate-check release` is the Polish → Release readiness gate, run before this skill. After an override the stage still reads what it did. Only `/gate-check` changes `project.stage` (on a PASS, or a CONCERNS whose risks the user accepted), so this skill never writes it or `production/stage.txt`. `Release` is the terminal stage in the `project.stage` enum — there is no post-launch stage value. Record live/post-launch status in the release report, not in `project.stage`.
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Block a user