Skip to content
cccskills
FreePublished on GitHub

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.

The English summary is being prepared. Showing the original description.

See how to install

Files included (1)

  • SKILL.md8.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

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:

CriterionInclude in day-one?
S1 or S2 severityYes — must include if safe to fix
P1 priorityYes
Fix estimated < 4 hoursYes
Fix requires architecture changeNo — defer to 1.1
Fix introduces new code pathsNo — too risky
Fix is data/config only (no code change)Yes — very low risk
Cert feedback requirementYes — required for platform approval
S3/S4 severityOnly if trivial config fix; otherwise defer

Step 2b — Present patch scope to user

Use question:

  • 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 question 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

# 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

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

adopt

Free

Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.

The English summary is being prepared. Showing the original description.

striderZA/OpenCodeGameStudios99Updated Oct 7, 2026

Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.

The English summary is being prepared. Showing the original description.

striderZA/OpenCodeGameStudios99Updated Oct 7, 2026

Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.

The English summary is being prepared. Showing the original description.

striderZA/OpenCodeGameStudios99Updated Oct 7, 2026

Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /concept-brainstorm is approved and before /map-systems or any GDD authoring begins.

The English summary is being prepared. Showing the original description.

striderZA/OpenCodeGameStudios99Updated Oct 7, 2026

Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.

The English summary is being prepared. Showing the original description.

striderZA/OpenCodeGameStudios99Updated Oct 7, 2026

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

The English summary is being prepared. Showing the original description.

striderZA/OpenCodeGameStudios99Updated Oct 7, 2026

See all skills by striderZA

Report a problem with this skill