awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsnpx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/itch-publishWrote 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/gamedev-skills/awesome-gamedev-agent-skills/itch-publish)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/itch-publish"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/itch-publish/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/gamedev-skills/awesome-gamedev-agent-skills/itch-publish"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/itch-publish.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00070 | $0.02254 |
| Opus 5.5 | $0.00028 | $0.00902 |
| Sonnet 5.5 | $0.00014 | $0.00451 |
| Haiku 4.5 | $0.00007 | $0.00225 |
Grade A, and why
itch-publish 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 2d 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.
How it starts
The opening of the file, as written. The whole thing — 163 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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
- Create the project page at
itch.io/game/new— butler pushes only to a page that already exists. 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 and keep visibility at Draft (or Restricted for testers) until the page is finished: the first public publish puts it on Most Recent once, and it cannot go back to the top later. - Install butler and log in. Download from
itchio.itch.io/butler, add it toPATH, thenbutler login(opens a browser to authorize). Verify withbutler version. For CI, useBUTLER_API_KEYinstead — see the reference. (The itch desktop app also has a graphical push screen that uses its own bundled butler, if the user prefers no CLI.) - Prepare a portable build folder — the exact files a player runs, nothing extra. Push a
folder (or a single
.zipof that folder), not an installer and not a pre-compressed archive of archives (hurts patching; see Pitfalls). - Push to a channel:
butler push <dir> <user>/<game>:<channel>.<user>/<game>is the lowercase page address (finji.itch.io/overland→finji/overland). The channel name determines the platform tag (see Patterns). The first push uploads everything; later pushes to the same channel upload only the diff. - Fill in the Edit game page, then Save. Fix platform tags if a channel wasn't auto-tagged correctly — tick only platforms you have actually run the build on. For browser games also flip the page to HTML and tag the channel playable in browser. Answer the AI generation disclosure section if any shipped content was made with generative AI (mandatory for asset pages, which are delisted without it), and mark adult content under Metadata → Classification.
- Version your builds (optional but recommended):
--userversion 1.2.0or--userversion-file build.txtso you control the version string players and the update API see. - Update later by pushing to the same channel again. Use
butler status <user>/<game>to see channels/builds andbutler push-previewto see what a push would change before sending it.
What ships with it
1 file 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.
- 2d ago Changed · +26 lines 4ff24ed7a790
- 1mo ago First seen · 137 lines · 70 tokens per session scan A bcee8af7090e
itch-publish is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 70 tokens to every session and 2,254 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…