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Launch Check

Roadmap: Release & ops

Profile and fix performance, export Godot builds for desktop, web and mobile, then run a go/no-go launch checklist.

Work through it in the last weeks before release. Profile against a frame budget and fix the real bottleneck, export with headless CLI builds (including the web COOP/COEP headers), then run the launch checklist, which scans the code for TODOs, debug output and placeholder assets and ends in one verdict. The checklist is a Claude Code Game Studios skill and needs its bundled .claude support files.

Download the bundle

Free, no payment: we only ask you to sign in. Each skill below is also a free download on its own page.

For agents, create an API key in Settings and use:

curl -fL -H "Authorization: Bearer $GAMESKILL_API_KEY" https://gameskill.dev/bundles/launch-check/download.zip -o launch-check.zip

In the order you use them

  1. 1. Performance: profile, frame budget, CPU or GPU bottleneck

    By GameSkill · based on gamedev-skills (Apache-2.0)

    Skill ZIP
  2. Godot ExportTested 30/30

    2. Builds: export presets, headless CI exports, web headers

    By GameSkill · based on gamedev-skills (Apache-2.0)

    Skill ZIP
  3. 3. Go / no-go: department checklist with one verdict

    By GameSkill · based on Donchitos (MIT)

    Skill ZIP

Self-check

  • The game holds its frame budget on the lowest target device
  • Release builds come from a headless export, not the editor
  • The web build is served with COOP/COEP headers when it needs threads
  • No TODOs, debug prints, localhost URLs or placeholder assets ship
  • The checklist ends in one verdict and every scan says what it covered

Every skill is its author's work, included unchanged under its license (MIT or Apache-2.0), with LICENSE, ATTRIBUTION.md and CHANGES.md in its folder. The bundle README and checklist are ours, under MIT. Skills marked GameSkill original are ours as well (MIT), with LICENSE and CREDITS.md in their folder.