Repository navigation
Releases: Donchitos/Claude-Code-Game-Studios
Release list
v1.2.0 — the main path, rebuilt and tested
The story skills are rebuilt around shared helper scripts, a read guard stops whole-file reads of large design docs, the engine references move to Godot 4.7 and Unreal Engine 5.8, and no skill pre-approves every shell command any more. A minor release after 1.1.3.
Highlights
- The main path is rebuilt.
/start,/create-stories,/story-readiness,/create-epics,/dev-storyand/story-donefollow Anthropic's skill-authoring guidance: shorter, with rarely used branches inreferences/and fixed steps handed to helper scripts, so the same question gets the same answer each time./startworks out the rigor from what you describe and shows it on one card./create-storiesproposes anS,MorLestimate for each story. - Stories list their files, and evidence knows when its code changed. The new story template has a
## Filessection:/create-storiesplans it,/dev-storyfills it and/story-donechecks scope against it./dev-storystamps a story's screenshots with the files they prove, and/story-donenames any that changed since (#135, proposed by @jiangshoujie). - A read guard for large design docs. A whole-file read of a doc over 40 KB under
design/,docs/architecture/orproduction/session-state/is refused with the doc's headings, so the retry reads one section (#136, #140, suggested by @mamonbleau). It also ends the failed whole-ADR reads reported in #64 by @Shtruk.features.read_guard: offturns it off. - Session start says when a newer release is out. One line, from at most one GitHub request a day made in the background; nothing about your project is sent.
updates.check: falseturns it off, and it is always off under CI. - Engine references for Godot 4.7 and Unreal Engine 5.8. Unity stays on 6.3 LTS and lists 6.4 to 6.6 and the 6.7 beta.
/test-setupwrites current CI actions. Unreal 5.8 support was first proposed in #121 by @spirit986. Staying on Godot 4.6 or Unreal 5.7? Keep your current engine folder. - Helper scripts and registry checks. New scripts in
.claude/scripts/read story facts, ADR status, a Markdown section, the stage and the session checkpoint for the skills. More ship for you to run (bug counts, sprint arithmetic, tech-debt scores, flaky-test rates and others), each with--help.registry.shvalidates the three registries and hands out IDs that are never reused. - Warnings for writes the skills never make, such as replacing an existing
EPIC.mdorproject.godot, crossing the prototype boundary or renumbering a registry entry. They warn and never block. /sprint-planchecks that the sprint goal can be shown and lists anything it needs that no story builds (based on an idea in #58 and #76 by @FreedomPortal).- Fixes, among them: the commit check skips GDD copies in
design/gdd/subfolders such asarchive/(#133, reported by @mamonbleau); a repeatedmodes:key inproject.yamlis merged and named instead of wiping the first; a multi-line value inproject.yamlis read as text, never as settings; a stage never advances past a gate check that could not run;/architecture-reviewreuses a saved review only when nothing it read has changed, andsingle-gddwrites only that system; playtest records count as evidence fromproduction/qa/playtests/;/sprint-plannever takes your answer to its QA-plan question as approval to write; in a Godot project, evidence screenshots underproduction/are no longer imported or packed into an export. The full list is in the CHANGELOG.
Security
- Skills pre-approve only the commands they run. 34 skills had a bare
Bashentry inallowed-tools, which let them run any shell command without asking in the default permission mode. Each now names its framework scripts and read-only commands. Anything else, including yourcommands.test, asks first: approve it once, or addBash(<your command> *)to.claude/settings.local.json. - Tagging, merging and deploying are flagged before they run. The push check also warns on
git tag,git merge,gh release,butler pushandsteamcmd +run_app_build. - Agents never file upstream. No agent files or comments on an issue or pull request in an engine, plugin or vendor repository, even when asked; it writes a draft for you to submit.
- The same
.envprotection with fewer rules, and the local settings template no longer suggestsBash(git *), which approvesgit pushtoo.
Upgrading from 1.1.3
Take .claude/hooks/ and .claude/scripts/ whole, in the same step: the hooks call the new helpers, and a 1.1.3 yaml-helper.sh breaks /settings and the rebuilt skills. If you edited settings.json, add the four new hooks, remove the PostCompact entry together with post-compact.sh, and add worktree.baseRef: "head" (after a git merge, check these rather than adding them again); UPGRADING.md → v1.1.3 → v1.2.0 lists every merge. If you wrote skill specs, move them from CCGS Skill Testing Framework/ to studio-tests/. If a registry has an unquoted status: superseded_by: ADR-NNNN line, quote it; registry.sh names each one. In a Godot project, take production/.gdignore and delete the .import files Godot made under production/. Staying on Godot 4.6 or Unreal 5.7 and upgrading with git merge? The merge takes the new engine folder without a conflict; run git checkout HEAD -- docs/engine-reference/<engine>/ before you commit it. Run /architecture-review once before the Technical Setup → Pre-Production gate: reports from 1.1.3 count for nothing there. Expect a permission prompt the first time a skill runs a command it no longer pre-approves.
Tested on
- Platforms: Windows, Linux (bash 5 and 3.2) and macOS (bash 3.2 with BSD tools), with and without
jq. - Claude Code: live skill runs on 2.1.296, 2.1.302 and 2.1.303.
- Godot: gdUnit4 6.2.2 on Godot 4.7.2, locally and in the
/test-setupCI workflow on GitHub Actions. - Upgrading: both git routes rehearsed on a 1.1.3 project.
Full changelog: v1.1.3...v1.2.0
v1.1.3 — long skills keep their later steps
Long skills keep their later steps through a long session, a question nobody answered is never taken as an answer, and the shipped permissions approve less. A fix release for 1.1.2.
Highlights
- The 14 longest skills keep their later phases after a compaction. Claude Code re-attaches only the first part of a skill after a compaction, so the later phases of a long skill could drop out mid-session.
/adopt,/architecture-decision,/architecture-review,/create-architecture,/design-system,/dev-story,/gate-check,/prototype,/review-all-gdds,/setup-engine,/smoke-check,/story-done,/test-setupand/ux-designnow keep each phase in its own file underreferences/. The steps themselves are unchanged, and/skill-testand/skill-improveread those files too. - A skipped, dismissed or empty question is not an answer, in any mode: nothing is written, set or picked on it, and it is asked again. Agents return their options as a list for the skill to ask, and
CLAUDE.mdnames the three writes that need no "May I write?". - Settings read the same from a subfolder. Started in
src/, the settings reader missed per-system overrides, the notes about invalid or locked values, and the olderreview-mode.txtandstage.txt./settingsand/perf-profilework from a subfolder too. A localplatform.cert_tiercan no longer override the lock. - Hooks and checks. The commit check works for a project in a subfolder of a larger repository, checks a JSON data file stored with Git LFS through its working copy instead of blocking it, sees files a
git addin the same command stages, and stops asking non-system files indesign/gdd/for GDD sections (#133)./smoke-checkno longer waits forever on Unreal. - Every skill opens with a title (#83, thanks @specterslient95-lgtm), and
/startwrites a singlemodes:block. - Smaller fixes: registry lookups no longer match
combat-aiwhen asked forcombat; thirteen skills name the minimal route as a next step;team-polishandteam-uikeep their core members atlean;/scope-check's verdict bands no longer overlap.
Security
- The shipped allow rules no longer approve deleting a branch or writing files without asking. Four rules matched any text after the command name, so
git branch -D,git log/git diff --output=<file>andpython -m json.tool <in> <out>ran without a prompt. Those rules are removed; read-only git commands still run without one. - Start Claude Code at the project root. It loads
.claude/settings.jsononly from the folder it starts in, so a session started in a subfolder runs without the project's hooks, deny rules and ask-first mode. Claude now warns when it was started somewhere else. .envfiles are denied to Edit.
Upgrading from 1.1.2
No setting changes meaning and nothing is migrated automatically. If you merged settings.json or copied its allow rules into settings.local.json, remove the rules listed in UPGRADING.md → v1.1.2 → v1.1.3; a copy keeps approving them. If you edited one of the 14 long skills, take the shipped skill and make your change again in the phase file that now holds that text. If your project.yaml has two modes: blocks, merge them into one.
Tested on
- Platforms: Windows, Linux (bash 5 and 3.2) and macOS (bash 3.2 with BSD tools), with and without
jq. - Claude Code: live skill checks on 2.1.292 and 2.1.293.
Full changelog: v1.1.2...v1.1.3
v1.1.2 — the default path works end to end
The default path works end to end, Unity and Unreal get the same care as Godot, and the checks tell you what they found. A fix release for bugs in 1.1.1, each reproduced before it was fixed.
Highlights
- The minimal path works start to finish.
/help,/story-done,/sprint-statusand the status line follow it. Skills that expect a concept doc readdesign/game-brief.mdinstead, and there are no more dead ends into sprints. - Engine commands that actually run. Godot tests run, Unity tests compile, and Unreal tests compile and are found.
/smoke-checkruns your tests first. - Unity and Unreal get what Godot gets. Rules, hooks, checklists and agents know
Assets/,Source/andContent/, and check their own engine reference. - Warnings you can see. Hook warnings now reach you. The commit and push checks find
githowever it's written, ignore here-doc text, and run in PowerShell too. The push warning names the branches it protects:main,masterandrelease/*. - Gates you can pass, and verdicts that don't overclaim.
/gate-checkpasses a project that is ready. Every verdict has a word for "could not check" (NOT ASSESSED). A release waits for the release gate, which now checks security and localisation. QA works at everyqa.level. - Skills ask before they write, including team skills before their agents write code.
- One evidence rule, one bug severity scale. Stories, ADRs and sprints agree, and a Proposed ADR blocks a story again.
- Agents. Directors answer each gate in its own words.
devops-engineerfollows trunk-based development. Director memory stays in your project. - Skills read the whole argument.
/scope-check inventory crafting systemno longer checks justinventory. - Agent test specs run and match their agents (#131), and agent models are documented as they actually run (#67).
- Two small additions ride along: the brief's Reference game line, and
/startspotting a clone still wired to this repo.devops-engineerandcommunity-managernow run on Sonnet instead of Haiku, so they cost a little more per call.
Upgrading from 1.1.1
Nearly every skill, hook and agent changed. No setting changes meaning and nothing is migrated automatically. If you ran /setup-engine on 1.1.0 or 1.1.1, your project.yaml still holds the old test and build commands. UPGRADING.md → v1.1.1 → v1.1.2 lists what to overwrite, what to merge by hand (settings.json, rules, .gitignore) and the exact command changes. Python 3 and Bash are now listed as requirements.
Tested on
- Platforms: Windows, Linux (bash 5 and 3.2) and macOS, on Claude Code 2.1.281–2.1.284.
- Engines: every Windows engine command was run on Godot 4.6.1 (gdUnit4 6.1.3), Unity 6000.3.23f1 and Unreal Engine 5.7 before it was written down.
- Checked against documentation only, not run: the Unreal Linux and macOS commands, the Unity CI template, and the Unity assembly-definition guidance.
Full changelog: v1.1.1...v1.1.2
v1.1.1 — skills and agents work again outside auto mode
Skills and agents work again outside auto mode. A fix release for #128.
Fixed
- Skills no longer abort before they start. In 1.1.0, every skill that reads your config began with a shell command Claude Code refuses to run unless it is explicitly approved. In the permission mode CCGS ships with (
default), 66 of the 74 skills stopped before doing anything — from any subdirectory of your project, and whenever Claude invoked a skill on its own, in auto mode too. Each skill now runs the config lookup as one plain command and pre-approves exactly that command in its own frontmatter. Nothing else is approved. game-designerandcreative-directorlaunch again. Both preload skills, so the aborting command stopped them at startup withShell command permission check failed … Contains expansion. They keep their preloaded skills and still have no shell access.- Config is found from any folder. Starting Claude Code inside
src/ordesign/now reads the project'sproject.yaml. /changelogworks in a repository with no commits yet.
Checked on Claude Code 2.1.277 and 2.1.281, in every permission mode, from the project root and from subdirectories.
Upgrading from 1.1.0
Overwrite .claude/skills/, .claude/hooks/yaml-helper.sh and .claude/docs/config-resolution.md. No settings or config changes. If you customised a skill or wrote your own that copied the 1.1.0 config line, update two lines in it — see UPGRADING.md → v1.1.0 → v1.1.1.
Thanks @mamonbleau for the report and the follow-up that narrowed it down.
Full changelog: v1.1.0...v1.1.1
v1.1.0 — one config file, and a process weight you choose
One config file, and a process weight you choose — one you can see and adjust, not a question you answer once at setup and forget. A solo game jam and a studio production no longer have to carry the same overhead.
Added
-
Ask-before-write now holds, whatever your personal settings say. CCGS sets Claude Code's permission mode to
defaultin the project settings, so every approval gate in the framework actually fires. If your own Claude Code config runs in an auto-accept mode, that used to switch the whole collaboration protocol off silently and agents would write files you never approved. Override it in.claude/settings.local.jsonif you really want to, but read.claude/docs/setup-requirements.mdfirst. -
project.yaml— one place for your project's configuration. Engine, naming conventions, specialists and process settings all live here. It replaces three separate files that used to hold this between them. -
project.local.yaml— your personal settings, not your team's. Git ignores it, so you can run leaner reviews or fewer confirmations on your own machine without changing anything for anyone else. -
modes.rigor— one question instead of six. Setminimal,standardorfulland it configures six underlying settings at once. You can still override any single one; the rest stay where rigor put them.minimal— no design documents required, terse writing, light test evidence. The fastest route from setup to running code.standard— 5 required design sections, balanced depth.full— all 8 design sections, thorough docs, full test evidence on every story.
-
Per-system exceptions. One system can be held to a higher standard than the rest of the project — your combat system can require the full treatment while everything else stays light. Exceptions can only make requirements stricter, never looser.
-
A real jam path, not the full pipeline with switches turned off.
minimalnow rests on a one-page game brief with six fields, replacing the 30-section concept document, the systems breakdown and the per-system design docs. Four steps to running code: pick your engine → write the brief →/create-stories→/dev-story. On Godot,/setup-enginenow also creates theproject.godotthe engine needs to open what those steps produce — until it did, the path delivered real source files with no project to load them, and the claim above was not true. Unity and Unreal projects must still be created in their own editor first; CCGS will not fabricate one, because it cannot source what those files should contain. -
modes.review_mode— how many director agents review your work. On theteam-*orchestrators,fullandleancurrently behave the same. Those nine skills only ever call phase-gate reviewers, andleanis defined as "skip the director gates that aren't phase gates" — so it has nothing to skip.solodoes differ: it turns director gates off entirely. Elsewhere (design and architecture review) all three levels differ as described. -
modes.automation— how often you're asked to confirm before something happens. Inautonomousmode, decisions are written to a log instead of interrupting you. You can always list categories that must ask regardless. Four skills ignore this setting on purpose and always ask:/setup-engine,/gate-check,/hotfixand/day-one-patch— engine choice is a one-time irreversible decision, a gate verdict nobody reads defeats the gate, and the two release skills need explicit sign-off. See.claude/docs/automation-modes.mdfor the full list and reasons. -
qa.level— how much test evidence is required before a story is done. -
docs.density— how deeply written sections go. -
team.size— which agents take part by default. Affects review depth only; it never changes what a story has to deliver. -
testing.strictper test type — a logic story can block on a failing test while a visual story stays advisory. -
/settings— see your effective configuration, check one value, or change it./settings --localwrites to your personal file. It warns you when a change would be overridden by something else. -
/startrework — asks everything it needs up front and writes a complete config in one pass, instead of scattering questions across later steps. -
Migration tooling for existing projects. A converter moves a v1.0 project onto
project.yaml. It previews by default, only deletes old files once it has proved every value survived, and deletes nothing if anything is missing./adoptspots an older project and runs it for you, and you'll get a reminder at session start if you have old config files and noproject.yaml. -
Recommendations for how much process your project needs. Describe the game you're making and CCGS suggests a level, instead of asking you to guess what "standard" means for a weekend jam versus a two-year production.
Changed
-
Claude no longer starts the four risky commands by itself.
/hotfix,/day-one-patch,/dev-storyand/story-donenow run only when you type them. They bypass the sprint process, patch shipped builds, write game code and close out stories — none of that should begin because a conversation drifted near the topic. Everything else still gets suggested as before. -
Engine specialists can only hand work to their own sub-specialists. The Godot, Unity and Unreal specialists are now limited to the four sub-specialists under each of them. Previously any of them could call any agent in the studio. This was already the documented rule; now it is enforced rather than trusted.
-
Fifteen agents that never delegated no longer can. They were carrying the ability to spawn other agents and never using it.
-
Light is now the default, not just the recommendation.
modes.rigordefaults tominimalinstead ofstandard, so a project that never opens/settingsgets the fast path: a one-page brief instead of a full design pipeline, terse writing, light test evidence, no director review panels. We changed this because we measured the old default. Built both ways, the heavier tier cost several times more to reach working code, did not produce a better result, and gave nothing back when someone else picked the project up. It was not buying more; it was buying nothing we could detect. If your project outgrows the light path,/helpand/gate-checkwill say so, and/settings modes.rigor=standardis one command. Projects that already setrigorexplicitly are completely unaffected. -
Setup steers light by default.
/startnow recommends the minimal, guided path for new projects, so you land somewhere light and step up if you need to. -
Setup asks about your game, not about the framework. The question is "what best describes what you're building?" — a game jam, a focused project, something systems-heavy — rather than "how much process do you want?"
-
Your process level is always visible. The status line shows it next to your project stage, e.g.
Concept · minimal. -
Advice goes both ways.
/helpcan suggest tightening up as a project grows, not just lightening up when you sound overwhelmed. -
Moving into Production offers a check-in on whether the level you chose at the start still fits. It's a suggestion — it never changes the verdict.
-
team.size: solois nowteam.size: individual, so it isn't confused withreview_mode: solo, which means something different. -
Less of your session is spent on the framework itself. Roughly 40% of the per-turn overhead was removed, leaving more room for your actual game.
-
Picking up after a
/clearor/compactis more reliable. Your session checkpoint is now a defined part of your session notes rather than an ever-growing file, so what comes back is the same every time and leaves far more room for actual work. Older notes can be archived without losing anything.
Fixed
-
Unity and Unreal projects were silently skipping three commit and session checks. The hooks that look for hardcoded gameplay values, unowned TODOs, undocumented gameplay systems and missing architecture docs all searched
src/— which is where Godot keeps code. Unity keeps it inAssets/and Unreal inSource/, so on those engines the searches matched nothing, every check quietly did nothing, and the result was indistinguishable from a clean pass. They now resolve the code root from your engine, and if they cannot work out where your code lives they say so instead of reporting nothing found. -
Godot C# projects can now hand C# work to the C# specialist. The Godot specialist listed only three of its four sub-specialists, leaving
godot-csharp-specialistunreachable — even though setup routes every.csfile to it. If you chose C# or Both, your game code had no specialist path. -
The rules badge in the README said 11. There are 13.
-
/hotfixnow gets your approval before touching code. It used to implement the fix first and collect approvals afterwards. -
/sprint-planno longer promises a review step that your settings skip. It now says which reviews run at which levels. -
/story-donecan no longer close a story with failing acceptance criteria in autonomous mode. The safeguard existed but couldn't be reached. -
/settingsno longer shows rigor-derived values as "locked", which read as "you can't change this" when you can. -
/design-systemno longer insists on 8 design sections at levels that require fewer. -
/localizepointed at a command that doesn't exist. -
/team-narrativeran two phases together with no checkpoint between them. -
Upgrade instructions no longer suggest a merge that conflicts on every file for projects that don't share history with the template.
-
Upgrade instructions now tell you to check for your own customisations first. Replacing the framework overwrites your ...
v1.0.0 — Claude Code Game Studios
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/brainstormand before GDDs. New HTML / Engine / Paper paths. New--spikemode 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.prototyperagent 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).
prototypestep now optional in pre-production (it runs earlier).vertical-slicestep rewired to the new skill.- Solo-dev skip language throughout.
Polish
AskUserQuestionwidgets added to 7 skills that were missing them.--review full|lean|soloflag now visible in argument-hints for allteam-*skills.- Skill consistency audit pass — prompts, flow, naming.
- ~17 skill frontmatters got their missing
model: sonnetfield. - README platform-support copy made honest about Windows-first testing.
- Windows PowerShell fallback in
/smoke-check.
Bug fixes
#21log-agent hooks logged "unknown"agent_type#36missingallowed-toolsin/architecture-decisionand/story-done#42rg --type gdscriptis invalid — now uses--glob *.gd#43session-start preview showed oldest state instead of newest#45duplicate## 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
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:staticlinter /specbehavioral assertions /auditcoverage report/skill-improve— test-fix-retest loop covering static + behavioral checks
Deprecated and removed:
/create-epics-storiessplit into/create-epics+/create-storiesand 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 retainedsolo— 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
ProposedADRs are automatically setStatus: Blocked /story-doneand/story-readinessboth perform TR-ID registry lookups and manifest staleness checks at runtime
Agent Upgrades
memory: projectadded 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, writercontext: forkadded to 6 analysis skills to preserve the main context window: review-all-gdds, architecture-review, code-review, design-review, asset-audit, reverse-documentisolation: worktreeon 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-readproduction/session-state/active.mdnotify.sh— Windows toast notifications (PowerShell balloon tip) on Notification eventsvalidate-skill-change.sh— advisory reminder to lint after any skill file is edited- Directory CLAUDE.md scaffolding in
docs/,design/, andsrc/ - L0 summary scan phase on heavy analysis skills (reduces token cost on large projects)
- Session Extract auto-appended to
active.mdafter 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.yamlmachine-readable coverage indexquality-rubric.mdevaluation 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
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-systemsfor clarity. Decomposes a game concept into a full systems index with dependency mapping, priority tiers, and design order.
Custom Status Line
statusline.shdisplays 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.shandvalidate-commit.shhook 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
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 hooks —
session-start.shdetects and previews previous session state;pre-compact.shdumps context before compaction
AskUserQuestion Integration
- Explicit
AskUserQuestiontool 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.mdtemplate: 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-reviewbefore the next system starts - Pre-production → Production gate now requires
systems-index.md
Cross-Platform & Permission Fixes
- Fixed Windows compatibility bugs (no
grep -Pusage) - Added missing tool permissions to agent definitions
- Updated docs for v0.2.0
Full Changelog
v0.1.0 — First Public Release
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
claudeThen 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.