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 warn
- 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 | $0.01732 |
| Opus 5 | $0.00035 | $0.00866 |
| Sonnet 5 | $0.00014 | $0.00346 |
| Haiku 4.5 | $0.00007 | $0.00173 |
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 9d 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 — 137 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. 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). - 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. - 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>. The channel name determines the platform tag (see Patterns). The first push uploads everything; later pushes to the same channel upload only the diff. - 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.
- 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.
- 9d 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 (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 70 tokens to every session and 1,732 once invoked, about $0.0003 per session on Opus 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
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.