Agent skill

day-one-patch

Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.

Stars 8,725
Forks 1,345

Install this agent skill to your Project

npx add-skill https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/day-one-patch

SKILL.md

Day-One Patch

Every shipped game has a day-one patch. Planning it before launch day prevents chaos. This skill scopes the patch to only what is safe and necessary, gates it through a lightweight QA pass, and ensures a rollback plan exists before anything ships. It is a mini-sprint — not a hotfix, not a full sprint.

When to run:

  • After the gold master build is locked (cert approved or launch candidate tagged)
  • When known bugs exist that are too risky to address in the gold master
  • When cert feedback requires minor fixes post-submission
  • When a pre-launch playtest surfaces must-fix issues after the release gate passed

Day-one patch scope rules:

  • Only P1/P2 bugs that are SAFE to fix quickly
  • No new features — this is fix-only
  • No refactoring — minimum viable change
  • Any fix that requires more than 4 hours of dev time belongs in patch 1.1, not day-one

Output: production/releases/day-one-patch-[version].md


Phase 1: Load Release Context

Read:

  • production/stage.txt — confirm project is in Release stage
  • The most recent file in production/gate-checks/ — read the release gate verdict
  • production/qa/bugs/*.md — load all bugs with Status: Open or Fixed — Pending Verification
  • production/sprints/ most recent — understand what shipped
  • production/security/security-audit-*.md most recent — check for any open security items

If production/stage.txt is not Release or Polish:

"Day-one patch prep is for Release-stage projects. Current stage: [stage]. This skill is not appropriate until you are approaching launch."


Phase 2: Scope the Patch

Step 2a — Classify open bugs for patch inclusion

For each open bug, evaluate:

Criterion Include in day-one?
S1 or S2 severity Yes — must include if safe to fix
P1 priority Yes
Fix estimated < 4 hours Yes
Fix requires architecture change No — defer to 1.1
Fix introduces new code paths No — too risky
Fix is data/config only (no code change) Yes — very low risk
Cert feedback requirement Yes — required for platform approval
S3/S4 severity Only if trivial config fix; otherwise defer

Step 2b — Present patch scope to user

Use AskUserQuestion:

  • Prompt: "Based on open bugs and cert feedback, here is the proposed day-one patch scope. Does this look right?"
  • Show: table of included bugs (ID, severity, description, estimated effort)
  • Show: table of deferred bugs (ID, severity, reason deferred)
  • Options: [A] Approve this scope / [B] Adjust — I want to add or remove items / [C] No day-one patch needed

If [C]: output "No day-one patch required. Proceed to /launch-checklist." Stop.

Step 2c — Check total scope

Sum estimated effort. If total exceeds 1 day of work:

"⚠️ Patch scope is [N hours] — this exceeds a safe day-one window. Consider deferring lower-priority items to patch 1.1. A bloated day-one patch introduces more risk than it removes."

Use AskUserQuestion to confirm proceeding or reduce scope.


Phase 3: Rollback Plan

Before any code is written, define the rollback procedure. This is non-negotiable.

Spawn release-manager via Task. Ask them to produce a rollback plan covering:

  • How to revert to the gold master build on each target platform
  • Platform-specific rollback constraints (some platforms cannot roll back cert builds)
  • Who is responsible for triggering the rollback
  • What player communication is required if a rollback occurs

Present the rollback plan. Ask: "May I write this rollback plan to production/releases/rollback-plan-[version].md?"

Do not proceed to Phase 4 until the rollback plan is written.


Phase 4: Implement Fixes

For each bug in the approved scope, spawn a focused implementation loop:

  1. Spawn lead-programmer via Task with:

    • The bug report (exact reproduction steps and root cause if known)
    • The constraint: minimum viable fix only, no cleanup
    • The affected files (from bug report Technical Context section)
  2. The lead-programmer implements and runs targeted tests.

  3. Spawn qa-tester via Task to verify: does the bug reproduce after the fix?

For config/data-only fixes: make the change directly (no programmer agent needed). Confirm the value changed and re-run any relevant smoke test.


Phase 5: Patch QA Gate

This is a lightweight QA pass — not a full /team-qa. The patch is already QA-approved from the release gate; we are only re-verifying the changed areas.

Spawn qa-lead via Task with:

  • List of all changed files
  • List of bugs fixed (with verification status from Phase 4)
  • The smoke check scope for the affected systems

Ask qa-lead to determine: Is a targeted smoke check sufficient, or do any fixes touch systems that require a broader regression?

Run the required QA scope:

  • Targeted smoke check — run /smoke-check [affected-systems]
  • Broader regression — run targeted tests in tests/unit/ and tests/integration/ for affected systems

QA verdict must be PASS or PASS WITH WARNINGS before proceeding. If FAIL: scope the failing fix out of the day-one patch and defer to 1.1.


Phase 6: Generate Patch Record

markdown
# Day-One Patch: [Game Name] v[version]

**Date prepared**: [date]
**Target release**: [launch date or "day of launch"]
**Base build**: [gold master tag or commit]
**Patch build**: [patch tag or commit]

---

## Patch Notes (Internal)

### Bugs Fixed
| BUG-ID | Severity | Description | Fix summary |
|--------|----------|-------------|-------------|
| BUG-NNN | S[1-4] | [description] | [one-line fix] |

### Deferred to 1.1
| BUG-ID | Severity | Description | Reason deferred |
|--------|----------|-------------|-----------------|
| BUG-NNN | S[1-4] | [description] | [reason] |

---

## QA Sign-Off

**QA scope**: [Targeted smoke / Broader regression]
**Verdict**: [PASS / PASS WITH WARNINGS]
**QA lead**: qa-lead agent
**Date**: [date]
**Warnings (if any)**: [list or "None"]

---

## Rollback Plan

See: `production/releases/rollback-plan-[version].md`

**Trigger condition**: If [N] or more S1 bugs are reported within [X] hours of launch, execute rollback.
**Rollback owner**: [user / producer]

---

## Approvals Required Before Deploy

- [ ] lead-programmer: all fixes reviewed
- [ ] qa-lead: QA gate PASS confirmed
- [ ] producer: deployment timing approved
- [ ] release-manager: platform submission confirmed

---

## Player-Facing Patch Notes

[Draft for community-manager to review before publishing]

[list player-facing changes in plain language]

Ask: "May I write this patch record to production/releases/day-one-patch-[version].md?"


Phase 7: Next Steps

After the patch record is written:

  1. Run /patch-notes to generate the player-facing version of the patch notes
  2. Run /bug-report verify [BUG-ID] for each fixed bug after the patch is live
  3. Run /bug-report close [BUG-ID] for each verified fix
  4. Schedule a post-launch review 48–72 hours after launch using /retrospective launch

If any S1 bugs remain open after the patch:

"⚠️ S1 bugs remain open and were not patched. These are accepted risks. Document them in the rollback plan trigger conditions — if they occur at scale, rollback may be preferable to a follow-up patch."


Collaborative Protocol

  • Scope discipline is everything — resist scope creep; every addition increases risk
  • Rollback plan first, always — a patch without a rollback plan is irresponsible
  • Deferred is not forgotten — every deferred bug gets a 1.1 ticket automatically
  • Player communication is part of the patch/patch-notes is a required output, not optional

Expand your agent's capabilities with these related and highly-rated skills.

Donchitos/Claude-Code-Game-Studios

skill-improve

Improve a skill using a test-fix-retest loop. Runs static checks, proposes targeted fixes, rewrites the skill, re-tests, and keeps or reverts based on score change.

8,725 1,345
Explore
Donchitos/Claude-Code-Game-Studios

localize

Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.

8,725 1,345
Explore
Donchitos/Claude-Code-Game-Studios

dev-story

Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after /story-readiness, before /code-review and /story-done.

8,725 1,345
Explore
Donchitos/Claude-Code-Game-Studios

team-level

Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.

8,725 1,345
Explore
Donchitos/Claude-Code-Game-Studios

sprint-plan

Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.

8,725 1,345
Explore
Donchitos/Claude-Code-Game-Studios

team-narrative

Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.

8,725 1,345
Explore

Didn't find tool you were looking for?

Be as detailed as possible for better results