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 agentmods add skills/striderza/opencodegamestudios/team-releasenpx skills add striderZA/OpenCodeGameStudios --skill team-releasegit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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/striderza/opencodegamestudios/team-release)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/team-release"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/team-release.svg" alt="Measured on agentmods" 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 | $0.00034 | $0.01923 |
| Opus 5 | $0.00017 | $0.00962 |
| Sonnet 5 | $0.00007 | $0.00385 |
| Haiku 4.5 | $0.00003 | $0.00192 |
Grade A, and why
team-release 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 yesterday.
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
89% identical to team-release — 38 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 — 149 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Argument check: If no version number is provided:
- Read
production/session-state/active.mdand the most recent file inproduction/milestones/(if they exist) to infer the target version. - If a version is found: report "No version argument provided — inferred [version] from milestone data. Proceeding." Then confirm with
question: "Releasing [version]. Is this correct?" - If no version is discoverable: use
questionto ask "What version number should be released? (e.g., v1.0.0)" and wait for user input before proceeding. Do NOT default to a hardcoded version string.
When this skill is invoked, orchestrate the release team through a structured pipeline.
Decision Points: At each phase transition, use question to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Team Composition
- release-manager — Release branch, versioning, changelog, deployment
- qa-lead — Test sign-off, regression suite, release quality gate
- devops-engineer — Build pipeline, artifacts, deployment automation
- security-engineer — Pre-release security audit (invoke if game has online/multiplayer features or player data)
- analytics-engineer — Verify telemetry events fire correctly and dashboards are live
- community-manager — Patch notes, launch announcement, player-facing messaging
- producer — Go/no-go decision, stakeholder communication, scheduling
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: release-manager— Release branch, versioning, changelog, deploymentsubagent_type: qa-lead— Test sign-off, regression suite, release quality gatesubagent_type: devops-engineer— Build pipeline, artifacts, deployment automationsubagent_type: security-engineer— Security audit for online/multiplayer/data featuressubagent_type: analytics-engineer— Telemetry event verification and dashboard readinesssubagent_type: community-manager— Patch notes and launch communicationsubagent_type: producer— Go/no-go decision, stakeholder communicationsubagent_type: network-programmer— Netcode stability sign-off (invoke if game has multiplayer)
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.
- yesterday First seen · 149 lines · 34 tokens per session scan A b0c8eb723099
team-release is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 24d ago), licensed MIT. It adds 34 tokens to every session and 1,923 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to team-release, differing in 38 lines, and is treated as a copy.
Other skills, from other repositories
generated-raster-asset-pipeline
Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.
tilemap-pipeline
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.
game-feel-design
Design moment-to-moment feedback — hit-stop, screen shake, tweening, and response timing — so actions feel readable and satisfying.
combat-design
Design combat verbs, enemy pressure, resource economy, readability, and tuning hooks.
level-design
Shape level flow, pacing, navigation, encounter staging, and spatial teaching.
monetization-design
Design monetization systems that fit the product, respect player trust, and remain technically and legally manageable.