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`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
347 lines
14 KiB
Markdown
347 lines
14 KiB
Markdown
---
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name: launch-checklist
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description: "Launch readiness across every department: code, content, store, marketing, community, infrastructure, legal, go/no-go sign-offs."
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argument-hint: "[launch-date or 'dry-run']"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write
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model: sonnet
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---
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!`source "${CLAUDE_PROJECT_DIR:-.}/.claude/hooks/yaml-helper.sh" 2>/dev/null && resolve_config --keys rigor,project.stage,cert_tier,automation`
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**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
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`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
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every file write follows `.claude/docs/automation-modes.md`
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(collaborative asks always · guided major-only · autonomous logs and proceeds;
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`automation_always_ask` categories always prompt).
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Resolved above — use as-is. No block → defaults in `.claude/docs/config-resolution.md`.
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**Scope this checklist to the project.** Emitting every item for every platform
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trains the reader to skip the list, which defeats the gate:
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- **`project.stage`** — items for phases this project has not reached are out of
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scope; say so rather than listing them unchecked.
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- **`modes.rigor`** — at `minimal`, drop items whose only justification is process
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weight this project has opted out of.
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- **`platform.cert_tier`** — emit certification items **only** for the tier the
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project targets. If it is **unset**, **ask which platforms are in scope**
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rather than emitting all of them — an unset value is a question, not a licence
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to emit every certification track. If it cannot be determined, mark the section
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**`NOT ASSESSED — cert tier unknown`**. **Unset is not `none`:** `none` is a
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decision, unset is a missing one, and they must not produce the same output.
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Branch on the **four values this key takes** — `none | itch | steam | console` —
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and not on platform names; `.claude/docs/effects-map.md` holds the full
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requirement table and is the source, so read it rather than restating it.
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- `none` — **emit no certification section at all.** Internal release, alpha or
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jam game. Say the section was omitted and why; do not leave it blank.
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- `itch` — itch.io upload requirements only: build size, page setup, age tags.
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**No console and no Steamworks items.**
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- `steam` — Steamworks: store page, depot build, achievements, system
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requirements, common content rules. **No console certification items.**
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- `console` — full platform certification (TRC / XR / Lotcheck), save-data
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rules, controller-mapping rules, age-rating boards. The heaviest tier.
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> **Branch on the `cert_tier` values above, not on platform names.** "Emit
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> console/mobile certification items only for the platforms the project targets"
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> is the wrong test: it treats an `itch` project and a `steam` project
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> identically, conflates `none` with unset, and keys on `mobile`, which is not a
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> `cert_tier` value at all. Use the vocabulary the config defines.
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If an item cannot be scoped because the config is absent, mark it
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**`NOT ASSESSED — platform/stage unknown`**. Do not silently include it: a
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`rigor: standard`, single-platform project would otherwise receive a ~150-item
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checklist demanding PC **and** console **and** mobile certification plus age
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ratings, of which ~140 are unassessable.
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---
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> **Explicit invocation only**: This skill should only run when the user explicitly requests it with `/launch-checklist`. Do not auto-invoke based on context matching.
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## Phase 1: Parse Arguments
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Read the argument for the launch date or `dry-run` mode. Dry-run mode generates the checklist without creating sign-off entries or writing files.
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---
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## Phase 2: Gather Project Context
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- Read `CLAUDE.md` for tech stack, target platforms, and team structure
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- Read the latest milestone in `production/milestones/`
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- Read any existing release checklist in `production/releases/`
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- Read the content calendar in `design/live-ops/content-calendar.md` if it exists
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---
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## Phase 3: Scan Codebase Health
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> **Every scan in this phase is a search for something bad, so a zero-hit result
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> is ambiguous by construction: it means either "searched and found none" or
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> "there was nothing to search". On a launch gate those are opposite findings,
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> and a green checkbox renders them identically.**
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>
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> **Establish the denominator before every scan below, and report it.** Each line
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> reads either `scanned [N] files, [M] hits` or
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> `NOT ASSESSED — [no src/ | no assets/ | directory empty]`. Never a bare tick.
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>
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> This is written once, over the whole phase, rather than under **one** of the
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> four bullets. All four search `src/` the same way — for placeholder assets,
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> TODOs, debug output and hardcoded test values — so if only one carries the
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> warning, an empty or absent `src/` returns zero
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> hits three times and read as three clean results. The original
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> instance shipped: with no `assets/` directory the scan returned zero hits and
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> "All placeholder art replaced" was ticked green.
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- Count `TODO`, `FIXME`, `HACK` comments and their locations
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- Check for any `console.log`, `print()`, or debug output left in production code
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- Check for placeholder assets (search for `placeholder`, `temp_`, `WIP_`)
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- Check for hardcoded test/dev values (localhost, test credentials, debug flags)
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**Carry the distinction into the checklist itself.** An item whose scan returned
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`NOT ASSESSED` is written `- [?]`, not `- [ ]`. An unticked box says *work
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remains*; a `[?]` says *nobody could check*, and only one of those is closed by
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doing the work. Include the legend wherever a `[?]` appears:
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`[?] = not assessed — the input to this check was absent`.
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---
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## Phase 4: Generate the Launch Checklist
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```markdown
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# Launch Checklist: [Game Title]
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Target Launch: [Date or DRY RUN]
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Generated: [Date]
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---
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## 1. Code Readiness
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### Build Health
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- [ ] Clean build on all target platforms
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- [ ] Zero compiler warnings
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- [ ] All unit tests passing
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- [ ] All integration tests passing
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- [ ] Performance benchmarks within targets
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- [ ] No memory leaks (verified via extended soak test)
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- [ ] Build size within platform limits
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- [ ] Build version correctly set and tagged in source control
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### Code Quality
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- [ ] TODO count: [N] (zero required for launch, or documented exceptions)
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- [ ] FIXME count: [N] (zero required)
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- [ ] HACK count: [N] (each must have documented justification)
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- [ ] No debug output in production code
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- [ ] No hardcoded dev/test values
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- [ ] All feature flags set to production values
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- [ ] Error handling covers all critical paths
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- [ ] Crash reporting integrated and verified
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### Security
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- [ ] No exposed API keys or credentials in source
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- [ ] Save data encrypted
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- [ ] Network communication secured (TLS/DTLS)
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- [ ] Anti-cheat measures active (if multiplayer)
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- [ ] Input validation on all server endpoints (if multiplayer)
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- [ ] Privacy policy compliance verified
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---
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## 2. Content Readiness
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### Assets
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- [ ] All placeholder art replaced with final assets
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- [ ] All placeholder audio replaced with final audio
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- [ ] Audio mix finalized and approved by audio director
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- [ ] All VFX polished and performance-verified
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- [ ] No missing or broken asset references
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- [ ] Asset naming conventions enforced
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### Text and Localization
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- [ ] All player-facing text proofread
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- [ ] No hardcoded strings (all externalized for localization)
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- [ ] All supported languages translated and verified
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- [ ] Text fits UI in all languages (text fitting pass complete)
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- [ ] Font coverage verified for all supported languages
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- [ ] Credits complete, accurate, and up to date
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### Game Content
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- [ ] All levels/maps playable from start to finish
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- [ ] Tutorial flow complete and tested with new players
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- [ ] All achievements/trophies implemented and tested
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- [ ] Save/load works correctly for all game states
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- [ ] Difficulty settings balanced and tested
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- [ ] End-game/credits sequence complete
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---
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## 3. Quality Assurance
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### Testing
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- [ ] Full regression test suite passed
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- [ ] Zero S1 (Critical) bugs open
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- [ ] Zero S2 (Major) bugs open (or documented exceptions)
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- [ ] Soak test passed (8+ hours continuous play)
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- [ ] Multiplayer stress test passed (if applicable)
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- [ ] All critical user paths tested on every platform
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- [ ] Edge cases tested (full storage, no network, suspend/resume)
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### Platform Certification
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**Emit ONLY the block matching `platform.cert_tier`** (resolved in the resolved-config block at the top of this skill — see
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the `platform.cert_tier` rule above). Do not emit this section's other blocks, and
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do not fall back to emitting all of them.
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**At `none`** — omit the section and say so in one line:
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`Platform Certification: omitted — cert_tier is 'none' (internal/jam release).`
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**At `itch`:**
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- [ ] Build size within itch.io upload limits
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- [ ] itch.io page complete (cover art, screenshots, description, tags)
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- [ ] Age/content tags set honestly
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- [ ] Downloadable vs browser build decided and tested
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**At `steam`:**
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- [ ] Steamworks SDK integrated and tested
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- [ ] Store page complete (capsule art, trailer, description, system requirements)
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- [ ] Depot build uploaded and installs cleanly from a fresh account
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- [ ] Achievements functional
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- [ ] Steam common content rules reviewed
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**At `console`:**
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- [ ] TRC/TCR/Lotcheck submission prepared
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- [ ] Save-data rules compliant (corruption, full storage, user switching)
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- [ ] Controller-mapping rules met, platform-correct button prompts
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- [ ] Suspend/resume verified
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- [ ] Age ratings obtained (ESRB, PEGI, regional)
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**Every tier**, because these are not certification-gated:
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- [ ] Accessibility: minimum standards met (remapping, text scaling, colorblind)
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> **Keep this template gated by tier.** An ungated list — PC *and* Console *and*
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> Mobile rows emitted at every tier — contradicts the `cert_tier` rule at the top
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> of this skill, which says an `itch` project gets no console and no Steamworks
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> items. When a rule and a template disagree, the template wins in practice,
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> because a template is what gets copied.
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>
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> Changing the branching vocabulary is only half the job: the rows that branching
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> governs have to move with it, or the rule describes behaviour nothing reaches.
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### Performance
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- [ ] Target FPS met on minimum spec hardware
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- [ ] Load times within budget on all platforms
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- [ ] Memory usage within budget on all platforms
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- [ ] Network bandwidth within targets (if multiplayer)
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- [ ] No frame hitches in critical gameplay moments
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---
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## 4. Store and Distribution
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### Store Pages
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- [ ] Store page copy finalized and proofread
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- [ ] Screenshots current and per-platform resolution
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- [ ] Trailers current and approved
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- [ ] Key art and capsule images finalized
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- [ ] System requirements accurate (PC)
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- [ ] Pricing configured for all regions
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- [ ] Pre-purchase/wishlist campaigns active (if applicable)
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### Legal
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- [ ] EULA finalized and approved by legal
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- [ ] Privacy policy published and linked
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- [ ] Third-party license attributions complete
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- [ ] Music/audio licensing verified
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- [ ] Trademark/IP clearance confirmed
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- [ ] GDPR/CCPA compliance verified (data collection, consent, deletion)
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---
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## 5. Infrastructure
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### Servers (if multiplayer/online)
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- [ ] Production servers provisioned and load-tested
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- [ ] Auto-scaling configured and tested
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- [ ] Database backups configured
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- [ ] CDN configured for content delivery
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- [ ] DDoS protection active
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- [ ] Monitoring and alerting configured
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### Analytics and Monitoring
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- [ ] Analytics pipeline verified and receiving data
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- [ ] Crash reporting active and dashboard accessible
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- [ ] Server monitoring dashboards live
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- [ ] Key metrics tracked: DAU, session length, retention, crashes
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- [ ] Alerts configured for critical thresholds
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---
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## 6. Community and Marketing
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### Community Readiness
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- [ ] Community guidelines published
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- [ ] Moderation team briefed and tools ready
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- [ ] Discord/forum/social channels set up
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- [ ] FAQ and known issues page prepared
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- [ ] Support email/ticketing system active
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### Marketing
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- [ ] Launch trailer published
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- [ ] Press/influencer review keys distributed
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- [ ] Social media launch posts scheduled
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- [ ] Launch day blog post/dev update drafted
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- [ ] Patch notes for launch version published
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---
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## 7. Operations
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### Team Readiness
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- [ ] On-call schedule set for first 72 hours post-launch
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- [ ] Incident response playbook reviewed by team
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- [ ] Rollback plan documented and tested
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- [ ] Hotfix pipeline tested (can ship emergency fix within 4 hours)
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- [ ] Communication plan for launch issues (who posts, where, how fast)
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### Day-One Plan
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- [ ] Day-one patch prepared (if needed)
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- [ ] Server unlock/go-live procedure documented
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- [ ] Launch monitoring dashboard bookmarked by all leads
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- [ ] War room/channel established for launch day
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---
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## Go / No-Go Decision
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**Overall Status**: [READY / NOT READY / CONDITIONAL]
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### Blocking Items
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[List any items that must be resolved before launch]
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### Conditional Items
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[List items that have documented workarounds or accepted risk]
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### Sign-Offs Required
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- [ ] Creative Director — Content and experience quality
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- [ ] Technical Director — Technical health and stability
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- [ ] QA Lead — Quality and test coverage
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- [ ] Producer — Schedule and overall readiness
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- [ ] Release Manager — Build and deployment readiness
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```
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---
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## Phase 5: Save Checklist
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Present the completed checklist and summary to the user (total items, blocking items count, conditional items count, departments with incomplete sections).
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If not in dry-run mode, ask: "May I write this to `production/releases/launch-checklist-[date].md`?"
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If yes, write the file, creating directories as needed.
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---
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## Phase 6: Next Steps
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- Run `/gate-check` to get a formal PASS/CONCERNS/FAIL verdict before launch.
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- Coordinate sign-offs via `/team-release`.
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