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steam-launch-readiness

steam-launch-readiness

github.com/sylphxaiMarketing & growth152 installsUpdated today
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About steam-launch-readiness

Steam Launch Readiness is a skill for teams preparing a coordinated Steam game release. It audits the store page, build, community, and operations, then turns launch planning into readiness matrices and decision gates.

Key features

  1. 01Store page and promise audit
  2. 02Wishlist, demo, and playtest planning
  3. 03Build and community readiness review
  4. 04Launch phases and decision gates
  5. 05Player communication planning
  6. 06Readiness matrix with blockers

Use cases

  1. 01Preparing a game for its Steam release
  2. 02Checking whether store claims match the build
  3. 03Planning launch-week support and monitoring
  4. 04Separating release blockers from polish

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/sylphxai/skills --skill steam-launch-readiness

After installing, type/steam-launch-readinessin Claude Code to confirm it loaded.

Bundled filesagents/openai.yamlreferences/steam-launch-systems.md

Details

From the project README

Steam Launch Readiness

Use this skill to turn a Steam release into a coordinated product, store, community, and live-ops launch.

Workflow

  1. Identify game genre, audience, launch stage, monetization model, languages, and release strategy.
  2. Read references/steam-launch-systems.md.
  3. Audit store page promise, wishlist funnel, demo/playtest plan, build quality, community readiness, pricing, and support.
  4. Separate pre-launch, launch-day, first-week, and post-launch operations.
  5. Convert vague launch advice into decision gates: technical release gates, commercial policy gates, community response gates, and first-week learning gates with numeric or pre-agreed thresholds.
  6. Verify store promise details against build proof: capsule, short description, tags, trailer, screenshots, achievements, cloud saves, controller support, settings, localization, system requirements, demo scope, and DLC wording.
  7. Make player communication operational: bug-report format, known-issue state, ETA policy, support macro, public update cadence, and whether the fix is hotfix, rollback, copy change, or roadmap item.
  8. Do not assert Steam discount/refund/review policy from memory. Use a policy-verification matrix and label numeric tripwires as internal starter thresholds unless the studio supplied approved targets.
  9. Produce a readiness matrix with blockers, assets, telemetry, and review-risk mitigations.

When not to use

  • Do not use for generic advice the base model already handles without this skill's specific artifact contract.

Guardrails

  • Do not ship a store promise the build cannot fulfill.
  • Do not treat wishlists as a vanity metric; connect them to demo, updates, launch timing, and conversion.
  • Do not ignore refund, save loss, performance, controller, or community issues during launch week.
  • Do not claim pricing, discount, DLC, compatibility, anti-cheat, or platform feature support unless the build, store page, and support plan prove it.
  • Treat first-session crashes, save corruption, misleading store claims, and unowned moderation as launch blockers, not polish items.
  • Do not leave refund, review, crash, demo, support, or server-health monitoring as qualitative. Use the studio's target if supplied; otherwise provide clearly labeled starter thresholds to replace before launch.
  • Do not use starter thresholds as platform policy. They are internal operating tripwires for hotfix, rollback, copy changes, support escalation, or promotion pause decisions.

Output format

Game/launch context:
Release strategy:
Launch calendar:
- <pre-launch/demo/embargo/launch/day-1/week-1 beat> -> owner, decision gate

Readiness matrix:
- Store page:
- Build/platform:
- Community/support:
- Launch operations:
- Creator/press readiness:

Technical gates:
- <gate> -> metric/threshold, owner, proof

Store/build promise audit:
- <capsule/short-description/tag/trailer/screenshot/demo/DLC/achievement/cloud-save/controller/localization/system-requirement/settings claim> -> build proof, owner, blocker/fix

First-week decision thresholds:
- <signal> -> <numeric/pre-agreed threshold>, segment, owner, action

P0 blockers:
- <blocker> -> owner, proof needed

Commercial policy:
- <pricing/discount/DLC/refund risk decision> -> rationale, evidence, rollback/communication path
- Creator keys / embargo / press kit -> build version, known-issues note, support owner, embargo time, content guidance

Wishlist/review/learning plan:
- <action> -> metric, timing

Review-bombing / incident response:
- <signal> -> valid-defect triage, moderation/reporting path, player communication
- Bug-report format / support macro / ETA policy / roadmap-or-hotfix decision:

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