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
- 01Store page and promise audit
- 02Wishlist, demo, and playtest planning
- 03Build and community readiness review
- 04Launch phases and decision gates
- 05Player communication planning
- 06Readiness matrix with blockers
Use cases
- 01Preparing a game for its Steam release
- 02Checking whether store claims match the build
- 03Planning launch-week support and monitoring
- 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-readinessAfter installing, type/steam-launch-readinessin Claude Code to confirm it loaded.
Bundled filesagents/openai.yamlreferences/steam-launch-systems.md
Details
From the project READMESteam Launch Readiness
Use this skill to turn a Steam release into a coordinated product, store, community, and live-ops launch.
Workflow
- Identify game genre, audience, launch stage, monetization model, languages, and release strategy.
- Read
references/steam-launch-systems.md. - Audit store page promise, wishlist funnel, demo/playtest plan, build quality, community readiness, pricing, and support.
- Separate pre-launch, launch-day, first-week, and post-launch operations.
- 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.
- 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.
- 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.
- 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.
- 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:
Comments
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