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Releases: Donchitos/Claude-Code-Game-Studios

v1.0.0 — Claude Code Game Studios

13 May 10:15
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First stable release. Upgraders from v1.0.0-beta: see UPGRADING.md.

Headline changes

/prototype and /vertical-slice are now two distinct gates

  • /prototype = concept prototype, run after /brainstorm and before GDDs. New HTML / Engine / Paper paths. New --spike mode for ad-hoc mid-project technical questions.
  • /vertical-slice = brand-new pre-production gate. Production-quality end-to-end build that validates the full game loop before Production commits.
  • prototyper agent rewritten to operate in both modes.
  • Two new templates (prototype-report.md, vertical-slice-report.md) and two new coordination patterns (8, 8b).

Pre-production workflow restructured (workflow-catalog.yaml)

  • New entity-inventory step before asset/UX authoring.
  • UX specs minimum raised to 3 (main menu + HUD + pause).
  • prototype step now optional in pre-production (it runs earlier).
  • vertical-slice step rewired to the new skill.
  • Solo-dev skip language throughout.

Polish

  • AskUserQuestion widgets added to 7 skills that were missing them.
  • --review full|lean|solo flag now visible in argument-hints for all team-* skills.
  • Skill consistency audit pass — prompts, flow, naming.
  • ~17 skill frontmatters got their missing model: sonnet field.
  • README platform-support copy made honest about Windows-first testing.
  • Windows PowerShell fallback in /smoke-check.

Bug fixes

  • #21 log-agent hooks logged "unknown" agent_type
  • #36 missing allowed-tools in /architecture-decision and /story-done
  • #42 rg --type gdscript is invalid — now uses --glob *.gd
  • #43 session-start preview showed oldest state instead of newest
  • #45 duplicate ## 0. heading and broken step numbering in /architecture-decision

Project docs

  • New CONTRIBUTING.md — contributor guidelines for the framework itself
  • New SECURITY.md — coordinated disclosure policy
  • UPGRADING.md — new v1.0.0-beta → v1.0 section

Full diff: #50

v1.0.0-beta — Claude Code Game Studios

07 Apr 08:00

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This is a beta release. The system is functional and has been through a full QA pass, but some rough edges remain. We welcome bug reports, feedback, and contributions. Expect things to evolve rapidly before v1.0 stable.

Claude Code Game Studios is a game development studio framework for Claude Code — 48 coordinated subagents and 70+ workflow skills covering every phase of indie game development, from concept through live ops.


What's New Since v0.3.0

This release encompasses 25 commits of development organized across new skills, agents, infrastructure, and a full QA pass.


New Skills (33 added, 1 removed)

Implementation pipeline:

  • /dev-story — reads a story, loads full context (TR registry, ADR, control manifest, engine prefs), routes to the correct programmer agent via Task, drives implementation through to test
  • /create-epics — architect-level epic scoping, one epic per module
  • /create-stories — decomposes a single epic into story files with TR-ID references and test evidence paths
  • /quick-design — lightweight spec path for small changes; bypasses the full GDD pipeline

Story lifecycle:

  • /story-readiness — validates a story is fully implementation-ready before a developer picks it up (ADR status, TR-ID validity, asset references, manifest version)
  • /story-done — end-of-story completion review: verifies acceptance criteria, checks test-criterion traceability (BLOCKING if >50% of ACs have no test), detects deviations

Design & architecture:

  • /ux-design — guided section-by-section UX spec authoring covering screens, flows, HUDs, and interaction patterns
  • /ux-review — UX spec validation with APPROVED / NEEDS REVISION / MAJOR REVISION verdict
  • /architecture-review — holistic architecture doc validation (runs on Opus)
  • /create-architecture — guided section-by-section architecture authoring
  • /create-control-manifest — generates the system control manifest with version stamp
  • /propagate-design-change — when a GDD is revised, propagates impact analysis across all dependent systems
  • /review-all-gdds — cross-GDD holistic consistency + design theory review (runs on Opus); includes Phase 4 Cross-System Scenario Walkthrough
  • /content-audit — GDD-specified content vs implemented content gap report (COMPLETE / IN PROGRESS / EARLY / NOT STARTED per system)
  • /art-bible — guided art bible authoring
  • /asset-spec — per-asset visual specification generation

QA & testing (10 new):

  • /test-setup — scaffold test framework + CI configuration per engine (Godot/Unity/Unreal)
  • /qa-plan — generate a sprint test plan classifying every story by type (Logic / Integration / Visual / UI / Config)
  • /smoke-check — critical path gate (PASS / PASS WITH WARNINGS / FAIL) before QA hand-off
  • /team-qa — orchestrate qa-lead + qa-tester through the full QA cycle
  • /bug-triage — severity/priority classification, sprint assignment, trend analysis
  • /regression-suite — GDD critical path coverage map + fixed-bug regression audit
  • /test-evidence-review — quality review of automated tests and manual evidence
  • /test-helpers — generate engine-specific helper library boilerplate
  • /soak-test — extended play session protocol with timed checkpoints and memory monitoring
  • /test-flakiness — CI log analysis, flaky test detection, quarantine recommendations

Sprint & status:

  • /sprint-status — fast 30-line sprint snapshot, read-only (runs on Haiku)

Production & release:

  • /day-one-patch — day-one patch preparation workflow
  • /security-audit — security audit for shipped game builds
  • /team-live-ops — post-launch content planning orchestration

Tooling:

  • /help — context-aware what's-next skill driven by workflow-catalog.yaml
  • /adopt — brownfield onboarding for existing projects not started with CCGS
  • /skill-test — three-mode skill QA tool: static linter / spec behavioral assertions / audit coverage report
  • /skill-improve — test-fix-retest loop covering static + behavioral checks

Deprecated and removed:

  • /create-epics-stories split into /create-epics + /create-stories and fully removed; all references updated

New Agent: godot-csharp-specialist

Covers the full Godot C# surface: partial class requirement, [Export]/[Signal] attributes, SignalName emit pattern, ToSignal async, Godot.Collections vs .NET collections, [GlobalClass] resources, .csproj configuration, and C#-specific anti-patterns.

/setup-engine now asks GDScript vs C# vs Both when Godot is chosen — the choice determines the CLAUDE.md template, naming conventions, and specialist routing table.


Director Gates System

New .claude/docs/director-gates.md — a central registry of 18 named gate prompts (CD-, TD-, PR-, LP-, QL-, ND-, AD-*) covering all 7 production stages. Skills reference gate IDs instead of embedding inline prompts, eliminating drift when prompts need updating. 15 skills updated to use gate IDs.

Gate intensity modes (--review): Three-level review control added to all 13 gate-using skills and globally configurable via production/review-mode.txt:

  • full — all director gates fire (default)
  • lean — per-skill gates skipped, phase gates retained
  • solo — all director gates skipped (solo developers)

Traceability Backbone

  • New docs/architecture/tr-registry.yaml — persistent stable TR-IDs per GDD requirement; never renumbered
  • Stories embed TR-ID references (not quoted text) — survives GDD edits without breaking links
  • ADR status gate: stories referencing Proposed ADRs are automatically set Status: Blocked
  • /story-done and /story-readiness both perform TR-ID registry lookups and manifest staleness checks at runtime

Agent Upgrades

  • memory: project added to 14 specialist agents for cross-session learning: art-director, audio-director, economy-designer, game-designer, lead-programmer, level-designer, localization-lead, narrative-director, performance-analyst, qa-lead, systems-designer, ux-designer, world-builder, writer
  • context: fork added to 6 analysis skills to preserve the main context window: review-all-gdds, architecture-review, code-review, design-review, asset-audit, reverse-document
  • isolation: worktree on the prototyper agent — throwaway prototypes never touch the main working tree
  • 12 agents fixed in the QA pass: all 4 directors (gate verdict token format), engine-programmer, ui-programmer, tools-programmer, technical-artist, gameplay-programmer, godot-gdextension-specialist, systems-designer, accessibility-specialist, live-ops-designer, qa-tester

Model Tier Routing

Formalized across all skills:

Tier Skills
Haiku (read-only/format) /help, /sprint-status, /story-readiness, /scope-check, /project-stage-detect, /changelog, /patch-notes, /onboard
Opus (multi-doc synthesis) /review-all-gdds, /architecture-review, /gate-check
Sonnet Everything else

Hooks & Infrastructure

  • log-agent-stop.sh — SubagentStop event completes the agent audit trail (start + stop)
  • post-compact.sh — fires after every compaction, reminding Claude to re-read production/session-state/active.md
  • notify.sh — Windows toast notifications (PowerShell balloon tip) on Notification events
  • validate-skill-change.sh — advisory reminder to lint after any skill file is edited
  • Directory CLAUDE.md scaffolding in docs/, design/, and src/
  • L0 summary scan phase on heavy analysis skills (reduces token cost on large projects)
  • Session Extract auto-appended to active.md after review-all-gdds, architecture-review, and story-done

CCGS Skill Testing Framework

Self-contained QA layer for the framework itself:

  • 72 skill specs + 49 agent specs
  • catalog.yaml machine-readable coverage index
  • quality-rubric.md evaluation criteria
  • Shared fixtures and templates

Team Skills Enriched

/team-audio, /team-combat, /team-level, /team-narrative, /team-polish, /team-release, /team-ui all received new phases and additional agent invocations.


Full QA Pass (19 skills fixed)

sprint-status, retrospective, changelog, patch-notes, story-readiness, art-bible, brainstorm, design-system, ux-design, dev-story, story-done, create-architecture, create-control-manifest, map-systems, propagate-design-change, quick-design, prototype, asset-spec


By The Numbers

v0.3.0 v1.0.0-beta
Skills ~37 70
Agents ~36 48
Hooks 8 11
Templates 29 43+
Test specs 0 121 (72 skill + 49 agent)

Known Beta Limitations

  • The CCGS Skill Testing Framework runs against specs, not live execution — behavioral regressions can still slip through
  • Agent teams (multi-session parallelism) are documented but not yet used in practice — treat as experimental
  • Some skills still contain placeholder copy in edge-case branches

Getting Started

See README.md and UPGRADING.md for installation and upgrade instructions from v0.3.0.

v0.3.0 — /design-system, /map-systems, Status Line, UPGRADING Guide

09 Mar 01:52
7d08e39

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What's New

New Skills

  • /design-system — Guided, section-by-section GDD authoring. Walks through all 8 required sections collaboratively, writes each to file immediately on approval, and survives session crashes via file-backed state.
  • /map-systems — Renamed from /design-systems for clarity. Decomposes a game concept into a full systems index with dependency mapping, priority tiers, and design order.

Custom Status Line

  • statusline.sh displays a 7-stage production pipeline breadcrumb in the terminal footer
  • Auto-detects project stage from artifacts, or reads from production/stage.txt
  • In Production/Polish/Release stages, shows Epic > Feature > Task breadcrumb from active.md

UPGRADING.md

  • New migration guide covering both v0.1→v0.2 and v0.2→v0.3
  • Documents breaking rename (/design-systems/map-systems), new files, and safe-to-overwrite lists

Bug Fixes

  • log-agent.sh and validate-commit.sh hook execution fixed
  • Cross-reference gaps repaired across skills
  • Stale workflow chain links updated

Breaking Changes

/design-systems has been renamed to /map-systems. Update any saved notes or scripts that invoke the old name.

Upgrading

See UPGRADING.md for step-by-step migration instructions.

v0.2.0 — Context Resilience & Systems Decomposition

20 Feb 09:53
e289ce9

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What's New

Context Resilience (Phase 8)

  • File-backed session state at production/session-state/active.md — work survives context compaction and session crashes
  • Incremental document writing — agents write sections to disk as they're approved, not all at once at the end
  • Auto-recovery hookssession-start.sh detects and previews previous session state; pre-compact.sh dumps context before compaction

AskUserQuestion Integration

  • Explicit AskUserQuestion tool usage added to 26 files (14 agents, 8 skills, 3 protocol templates, 1 principle doc)
  • Enforces the Explain → Capture pattern: full analysis in conversation, then structured UI picker for decisions
  • Design/creative agents use it at every decision point; team skills at phase transitions

/design-systems Skill

  • Bridges game concept → per-system GDDs with professional studio methodology
  • New systems-index.md template: enumeration, categories, priority tiers, dependency map, design order
  • 3 modes: map (full decomposition), [system-name] (design specific), next (highest-priority)
  • Each completed GDD passes /design-review before the next system starts
  • Pre-production → Production gate now requires systems-index.md

Cross-Platform & Permission Fixes

  • Fixed Windows compatibility bugs (no grep -P usage)
  • Added missing tool permissions to agent definitions
  • Updated docs for v0.2.0

Full Changelog

v0.1.0...v0.2.0

v0.1.0 — First Public Release

14 Feb 05:52

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Claude Code Game Studios v0.1.0

First public release of the game studio agent architecture for Claude Code.

What's Included

  • 48 agents — specialized subagents organized into a 3-tier studio hierarchy (directors, department leads, specialists)
  • 35 skills — slash commands for reviews, production, creative workflows, team orchestration, and more
  • 8 hooks — automated validation on commits, pushes, asset changes, and session lifecycle
  • 11 rules — path-scoped coding standards enforced automatically when editing files
  • 28 templates — document templates for GDDs, ADRs, sprint plans, economy models, and more
  • 3 engine support — agent sets for Godot 4, Unity, and Unreal Engine 5 with engine-specific sub-specialists

Getting Started

git clone https://github.com/Donchitos/Claude-Code-Game-Studios.git my-game
cd my-game
claude

Then run /start to begin the guided onboarding flow.

Notes

This is an early release. The architecture is functional and usable today, but expect changes as the system evolves. Feedback and contributions are welcome via GitHub Issues and Discussions.