Release management for game development. Covers release checklists, patch notes, hotfix process, day-1 patch strategy, launch checklist, platform store submission, and post-launch support workflow.
Ship a game build to players with confidence. Covers full release lifecycle:
pre-launch checklist, build pipeline, store submission, patch notes, hotfix
process, and post-launch support.
🤖 Multi-Platform Notes
Platform
Notes
OpenClaw
Best for maintaining release checklists, patch notes, and documentation.
Claude Code
Can build export scripts, run release builds, and create store metadata files.
Cursor/Windsurf
Can help with release configuration and store-specific files.
GitHub Copilot
Chat can help write store descriptions and patch notes.
Generic LLM Chat
Provide checklist guidance and template content. User executes manually.
Any AI
All can produce checklists and templates. Build-capable AIs can automate parts of the pipeline.
Warning: Store submission (Steam, Epic, App Store, etc.) requires manual
steps that cannot be fully automated. The AI can prepare files and metadata
but cannot submit to store portals.
📂 Document Structure
Create in game-dev-studio/release/:
text
release/
├── release-plan.md ← Master release plan
├── launch-checklist.md ← Final launch checklist
├── patch-notes.md ← Patch notes history
├── hotfix-process.md ← Emergency fix workflow
└── store/ ← Store-specific materials
├── steam/ ← Steam store assets
├── itch/ ← itch.io assets
└── epic/ ← Epic Games Store assets
📋 Phase 1: Release Planning
Step 1.1 — Define Release
Ask:
"What kind of release is this?"
text
1) Alpha — internal/pre-alpha, close team only
2) Beta — external testers, may be public
3) Early Access — paid access during development
4) Full Launch — 1.0 public release
5) Patch / Update — post-launch content or fix release
6) Game Jam — 48-72 hour compressed release
MAJOR.MINOR.PATCH
v1.0.0 — First release
v1.1.0 — Feature update
v1.1.1 — Bugfix patch
v2.0.0 — Major update (breaking changes)
Game jam / iterative builds can use date-based:
text
v2024.06.24 — Build from June 24, 2024
v1.0.0-beta.1 — Beta version
✅ Phase 2: Pre-Launch Checklist
Step 2.1 — Final QA
markdown
# Pre-Launch QA Checklist
- [ ] **Full regression suite passed** (see `qa-test`)
- [ ] **All P0/P1 bugs fixed** or documented as known issues
- [ ] **Performance targets met** on minimum spec hardware
- [ ] **Load testing** (concurrent users if multiplayer)
- [ ] **Memory leak check** (30+ minute session)
- [ ] **Save/load tested** across multiple sessions
- [ ] **Achievements/leaderboards verified** (if applicable)
- [ ] **All languages/locales display correctly**
- [ ] **Accessibility features verified**
Step 2.2 — Build Pipeline
markdown
# Build Pipeline Checklist
- [ ] **Build script verified** — one-command build
- [ ] **All platforms build successfully:**
- [ ] Windows
- [ ] Mac
- [ ] Linux
- [ ] Web (HTML5)
- [ ] Mobile (Android/iOS)
- [ ] Console (if applicable)
- [ ] **Build versioning correct** — version number in build
- [ ] **Build reproducible** — same commit = same build
- [ ] **Build size optimized** — no unnecessary assets
- [ ] **Build compression tested** — load times acceptable
- [ ] **Gold master build created** and archived
Step 2.3 — Store + Distribution
Steam:
markdown
# Steam Store Checklist
- [ ] Steamworks SDK integrated
- [ ] Steam DRM tested (if using)
- [ ] Steam achievements set up
- [ ] Steam leaderboards set up
- [ ] Cloud saves working
- [ ] Store page submitted and approved
- [ ] Trailer / screenshots uploaded
- [ ] Description and tags finalized
- [ ] Pricing set
- [ ] Release date set in Steam backend
- [ ] Build depot uploaded and set as default
- [ ] Launch discount configured (if any)
- [ ] Community hub / forums set up
itch.io:
markdown
# itch.io Checklist
- [ ] Game page created
- [ ] Upload build(s) (Windows, Mac, Linux)
- [ ] Web build hosted on itch (if HTML5)
- [ ] Screenshots and trailer
- [ ] Description and tags
- [ ] Pricing set (free or paid)
- [ ] Embedded analytics set up
- [ ] Community features enabled
Tone: Professional but warm. Match your game's tone.
Length: Long enough to be informative, short enough to scan.
Format: Bullet points. Group by category.
Sections: Features first, then fixes. Never lead with bugs.
Credit: Thank testers, contributors, community.
Known issues: Honest about what's not fixed yet.
🔥 Phase 4: Hotfix Process
Step 4.1 — When to Hotfix
HOTFIX TRIGGER: Critical bug that blocks play. Examples:
Crash on startup
Corrupted save files
Game-breaking progression blocker
Security vulnerability
DO NOT HOTFIX for:
Minor visual bugs
Balance issues
Feature requests
Performance improvements
Step 4.2 — Hotfix Workflow
text
1. BUG REPORTED (P0)
2. TRIAGE [15 min]
- Is it actually P0?
- Can we reproduce?
- Root cause known?
3. FIX [as fast as possible]
- Create branch: hotfix/[description]
- Fix the bug
- Test the fix
- Fix only the bug — no scope creep
4. BUILD [automated]
- Increment PATCH version: v1.0.0 → v1.0.1
5. REVIEW [30 min]
- Code review (if team)
- QA verify fix
- QA smoke test build
6. RELEASE
- Push build to stores
- Update all platforms
7. ANNOUNCE
- Post patch notes
- Communicate to players
Step 4.3 — Hotfix Branching
text
main ──── v1.0.0 ──── v1.0.1 (hotfix) ──── merge back
\
hotfix/ ────── crash-on-startup
Always merge hotfix branch back into main/dev branches.
Step 4.4 — Hotfix Checklist
markdown
# Hotfix: [BUG-ID]
**Bug:** [summary]
**Severity:** P0
**Found in:** v[version]
## Process
- [ ] Bug confirmed and reproduced
- [ ] Root cause identified
- [ ] Fix implemented
- [ ] Fix tested (fixes the bug)
- [ ] Smoke test (no regressions)
- [ ] Build created: v[version+patch]
- [ ] Build uploaded to stores
- [ ] Patch notes written and posted
- [ ] Community notified
## Post-Hotfix
- [ ] Hotfix merged to dev branch
- [ ] Automated test added (if possible)
- [ ] Post-mortem written (if warranted)
🚀 Phase 5: Launch Day
Step 5.1 — Final Pre-Launch
markdown
# Launch Day Checklist
## T-24 Hours
- [ ] Gold master build verified
- [ ] Store pages finalized and reviewed
- [ ] Release date/time confirmed
- [ ] Social media posts scheduled
- [ ] Press build sent to media (if applicable)
- [ ] Backup builds stored (offline + cloud)
- [ ] Discord/community channels ready
- [ ] Support email/contact set up
## T-2 Hours
- [ ] Final smoke test of live build
- [ ] Server monitoring set up (if multiplayer)
- [ ] Analytics/dashboard verified
- [ ] Team communication channels open
- [ ] Emergency rollback plan ready
## T-0: Launch
- [ ] Push build live on stores
- [ ] Flip "release" switch in store backend
- [ ] Post launch announcement
- [ ] Monitor social media channels
- [ ] Monitor crash reporting
- [ ] Monitor server load (if applicable)
- [ ] Have a snack. You earned it. 🎉
## T+1 Hour
- [ ] Check for critical bug reports
- [ ] Check store reviews/ratings
- [ ] Respond to initial player feedback
- [ ] Send thank-you to testers/backers
Step 5.2 — Day-1 Patch
Prepare before launch:
"Should we prepare a day-1 patch?"
Plan:
Fix minor bugs found during certification/review
Do NOT add new features
Submit for certification alongside launch build
Release day-1 patch when approved (usually 1-3 days after launch)
Day-1 patch strategy:
text
Launch build: v1.0.0 — what goes to reviewers, press, streamers
Day-1 patch: v1.0.1 — what players get on day 1 (if approved in time)
Step 5.3 — Launch Communication
markdown
# Launch Announcement Template
> 🎮 **[Game Title]** is OUT NOW on [Platforms]!
>
> [One-sentence hook]
>
> [Link to store page]
>
> Thank you to everyone who supported us during development!
>
> #gamedev #indiegame [Genre] [Platform]
1) Content update(s) — new levels, characters, items
2) Quality-of-life update — address feedback
3) Porting — new platform release
4) DLC — paid expansion
5) New project — move on
6) Maintenance mode — critical fixes only
Step 6.3 — Patch Cycle
text
Week 1: Critical hotfixes only
Week 2-3: QoL patch addressing top player feedback
Month 1: First content update
Month 2+: Regular content updates or move to maintenance
📄 Final Output
markdown
# [Game Title] — Release Plan v1.0
**Launch Date:** [YYYY-MM-DD]
**Version:** v1.0.0
## Release Type
[Alpha / Beta / Early Access / Full Launch / Patch]
## Platforms
- [ ] Steam
- [ ] itch.io
- [ ] Epic Games Store
- [ ] GOG
- [ ] Game Pass
- [ ] Nintendo Switch
- [ ] PlayStation 5
- [ ] Xbox Series X|S
- [ ] Mobile (iOS/Android)
- [ ] Web (HTML5)
- [ ] Other: [specify]
## Schedule
| Milestone | Date | Status |
|-----------|------|--------|
| Feature freeze | [date] | [pending/done] |
| Beta build | [date] | [pending/done] |
| Content complete | [date] | [pending/done] |
| Gold master | [date] | [pending/done] |
| Launch | [date] | [pending/done] |
| Day-1 patch | [date] | [planned] |
## Budget
- **Release build size:** [X MB / GB]
- **Certification costs:** [amount] (if console)
- **Build pipeline:** [auto/manual]
## Risk Register
| Risk | Likelihood | Impact | Mitigation |
|------|-----------|--------|------------|
| Crash on launch | Low | Critical | Load testing, crash reporting |
| Store page rejected | Medium | High | Submit early for review |
| Server overload | Low | Medium | Auto-scaling (if multiplayer) |
| Bad reviews on launch | Medium | Medium | Day-1 patch ready |
## Contingency
- **Crash on startup:** Roll back to previous build. Investigate, hotfix.
- **Store rejection:** Fix issues, resubmit. Delay launch if needed.
- **Server issues:** Vertical scaling, communicate with players.
- **Negative reception:** Day-1 patch, community engagement, QoL update planned.