gamedev-itch-publish
Imported awesome-gamedev-agent-skills guidance for itch-publish workflows in game development projects.
Skill by bgrenat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: agent-building
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Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/gamedev-itch-publish
What's inside
- Skill name
gamedev-itch-publish- Description
- Imported awesome-gamedev-agent-skills guidance for itch-publish workflows in game development projects. Use when publishing or updating a build on itch.io with butler push and channels.
- License
- LGPL-3.0
- Instructions
- 128 lines in SKILL.md · view on GitHub
Files (2)
- SKILL.md
- butler-ci.md · references/
SKILL.md (first lines)
# itch.io Publish (butler) Get a build onto an itch.io page and keep it updated. The page is created in the browser; all uploads go through **butler**, itch.io's command-line tool, with one command you'll use forever: `butler push`. butler diffs against the previous build and uploads only what changed. Deep CI/CD and flag detail lives in `references/butler-ci.md`. ## When to use - Use when creating/updating an itch.io project page, installing or logging in to butler, uploading a build with `butler push`, choosing channel names, versioning uploads, or shipping a jam/demo/release build to itch.io. - Triggers: `butler push`, `butler login`, channels, `.itch.toml`, "publish on itch", "upload to itch". **When *not* to use:** publishing on Steam (use `steam-publish`); jam *scope/planning* (use `game-jam` — this skill is only the upload mechanics); building the game itself (engine skills). ## Core workflow 1. **Create the project page** at `itch.io/game/new`. Set the **Kind of project**: keep *Downloadable* for native builds, or choose **HTML** for a browser-playable game (this is required for web builds — see Pitfalls). Set pricing/visibility (Draft until ready). 2. **Install butler and log in.** Download from `itchio.itch.io/butler`, add it to `PATH`, then `butler login` (opens a browser to authorize). Verify with `butler version`. For CI, use `BUTLER_API_KEY` instead — see the reference. 3. **Prepare a portable build folder** — the exact files a player runs, nothing extra. Push a **folder** (or a single `.zip` *of* that folder), **not an installer** and **not a pre-compressed archive of archives** (hurts patching; see Pitfalls). 4. **Push to a channel:** `butler push <dir> <user>/<game>:<channel>`. The channel name determines the platform tag (see Patterns). The first push uploads everything; later pushes to the same channel upload only the diff. 5. **Set platform/HTML tags** on the *Edit game* page if a channel wasn't auto-tagged correctly, then **Save**. For browser games also flip the page to **HTML** and tag the channel *playable in browser*. 6. **Version your builds** (optional but recommended): `--userversion 1.2.0` or `--userversion-file build.txt` so you control the version string players and the update API see. 7. **Update later** by pushing to the *same* channel again. Use `butler status <user>/<game>` to see channels/builds and `butler push-preview` to see what a push would change before sending it. ## Patterns ### 1. The one command you need — `butler push` ```bash # butler push <directory-or-zip> <user>/<game>:<channel> butler push ./build/windows leafy/my-game:windows butler push ./build/mac leafy/my-game:osx butler push ./build/linux leafy/my-game:linux butler push ./web leafy/my-game:html # browser build (also set page Kind = HTML) ``` ### 2. Channel naming controls the platform tag (kebab-case, lowercase) ```text Substring in channel name -> auto-applied tag: win / windows -> Windows linux -> Linux mac / osx -> macOS android -> Android Multiple platforms in one channel are allowed: e.g. a Java jar: butler push ./jar leafy/my-game:win-linux-mac Convention: lowercase words separated by dashes (windows-beta, osx-demo, soundtrack). Tags are only the INITIAL guess — fix them anytime on the Edit game page (then Save). ``` ### 3. Version, verify, and preview ```bash butler version # print version; confirms install + PATH butler login # authorize this machine (opens browser) # Set an explicit version string instead of itch's auto-incrementing integer: butler push ./build leafy/my-game:windows --userversion 1.2.0 butler push ./build leafy/my-game:windows --userversion-file build_number.txt butler status leafy/my-game # list channels + latest builds/versions butler push-preview ./build leafy/my-game:windows # NEW/MODIFIED/DELETED/SAME, uploads nothing ``` ### 4. First-time, hidden, and filtered pushes ```bash # Hide a brand-new channel from the page until you're ready (NEW channels only): butler push ./build leafy/my-game:windows-beta --hidden # Exclude files from the upload without copying the folder (--ignore is repeatable): butler push ./build leafy/my-game:windows --ignore '*.pdb' --ignore '*.dSYM' # Preview exactly what would be sent, without sending it: butler push ./build leafy/my-game:windows --dry-run ``` ## Pitfalls - **Pushing an installer.** itch.io patches *portable* builds; an installer (`.exe`/`.msi`) defeats patching and the itch app's auto-update, and may need admin rights players don't have. Push the extracted, runnable folder instead. - **Pre-compressed builds.** Pushing a heavily compressed archive (or an archive of archives) makes patches huge — a tiny change rewrites the whole compressed blob. Push uncompressed files; itch.io compresses on its side. - **A folder containing only one `.zip`.** butler auto-unzips it and pushes the contents (to avoid a "zip in a zip"). Pass `--no-auto-unzip` only if you truly want the zip uploaded as one opaque file. - **HTML5 game shows as a download.** Two switches are required: set the page **Kind** to *HTML* and tag the channel *playable in browser* on the *Edit game* page after the first push — neither happens automatically from the channel name. - **`--hidden` on an existing channel errors.** It only applies when the push *creates* a new channel. Unhide later from *Edit game*. - **Channel typos make duplicate slots.** `windows` and `win-final` are different channels and create separate downloads. Decide your channel names up front and reuse them. - **30 GB cap.** itch.io rejects builds whose total *uncompressed* size exceeds 30 GB. - **Secrets in CI logs.** A `BUTLER_API_KEY` printed in a public log is compromised — revoke it immediately on the API keys page. See the reference for safe CI usage. ## References - For CI/CD (GitHub Actions/GitLab) with `BUTLER_API_KEY`, automated install via `broth`, the full flag list, and the update-check API, read `references/butler-ci.md`.
From bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (16 days ago)
- Last release
- Oct 12, 2026 (16 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
gamedev-itch-publish skill. Agent Mart. https://agentmart.dev/skills/bgrenat-gamedev-itch-publish (last updated 2026-10-24)