Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add devinilabs/pro-skill --skill build-game-changeloggit clone --depth 1 https://github.com/devinilabs/pro-skillWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/devinilabs/pro-skill/build-game-changelog)<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-game-changelog"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-changelog/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-game-changelog"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-changelog.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00100 | $0.01680 |
| Opus 5 | $0.00050 | $0.00840 |
| Sonnet 5 | $0.00020 | $0.00336 |
| Haiku 4.5 | $0.00010 | $0.00168 |
Grade A, and why
build-game-changelog scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to build-game-changelog — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 156 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build Game Changelog
Build the changelog as a release system, not a decorative modal. Keep one authoritative ledger connected to production history, game-menu navigation, and release verification.
Use this mental model
- The ledger is the public record of what players received.
- A version identifies a successful production release, not a development commit.
- The newest ledger entry defines the version shown throughout the game.
- Opening the changelog is a reversible menu-state transition.
- Every close affordance resolves through the same back action.
- A release is complete only after the live game proves the expected version and behavior.
Start from truth
Inspect before editing:
- Read repository instructions and preserve unrelated work.
- Find the game’s menu or pause state machine, back action, input bindings, focus behavior, and responsive layout.
- Find every displayed version, package version, build version, deployment sequence, release manifest, and existing changelog.
- Query successful production deployments and their source revisions when available.
- Compare deployment revisions to identify what players actually received.
Prefer repository, deployment, and live-runtime evidence over chat summaries or commit-message guesses. Do not invent missing release dates, source revisions, features, or version mappings.
Define one release
Treat one successful player-visible production deployment as one changelog version.
- Do not bump for local commits, drafts, tests, failed builds, or saved-but-unpublished artifacts.
- Combine multiple commits shipped together into one version with several release notes.
- Give a separately deployed hotfix its own version.
- Describe player-visible outcomes, not implementation chores or raw commit messages.
- Keep internal source and deployment identifiers in ledger metadata, not player-facing copy.
Retain an established version scheme. For a new pre-1.0 game without one, default to 0.9.0 and increment the patch once per production release: 0.9.1, 0.9.2, and so on. Do not jump to a new minor or major version without an explicit product milestone.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 156 lines · 100 tokens per session scan A 02cae71e942c
build-game-changelog is a skill published in the GitHub repository devinilabs/pro-skill (24 stars, last pushed 27d ago), licensed MIT. It adds 100 tokens to every session and 1,680 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-game-changelog, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
build-game-changelog
Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct…
writing-modpack-changelog
Use when cutting a modpack release. Creates /docs/release-changelog.md if absent; appends a new version section with grouped changes. Triggers - 'cut a release', 'release notes', 'changelog', 'v1.2.3 changes', 'what changed since last version'.
release
Automate Godot MCP Native plugin and CLI release. Bumps versions, runs tests, builds packages, creates GitHub Release draft.
flame-harness-build
Phase 8 — bootstrap signing credentials, generate fastlane config from templates, and build + upload signed IPA (TestFlight) and AAB (internal track).
roblox-publish-checklist
Use before publishing or updating a Roblox experience to run evidence-backed release gates for the surfaces that changed.
changelog
Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.