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Guide · Agent skill

How to use the Build Game Changelog agent skill

Updated · written with AI from the project's own documentation and checked against our catalogue data

The build-game-changelog skill is a set of instructions that teaches an AI coding agent how to add or repair a changelog (version history) screen inside a game. Instead of a decorative popup, the agent builds one structured record of the releases players actually received, links each version to production deployments and Git history, and connects the screen to the game's menu and back controls. This guide explains what the skill does, how to install it, how to ask for it, and what it needs from your project.

Build Game ChangelogMengTo/Skills · MIT

Quick start

  1. 1Download the ZIP. Download the build-game-changelog ZIP from this page.
  2. 2Unzip into a skills folder. Unzip into ~/.claude/skills/ for personal use, or into your project's .claude/skills/ folder.
  3. 3Or upload in the Claude apps. Alternatively, go to Settings → Capabilities → Skills in the Claude apps and upload the skill.
  4. 4Check your project prerequisites. Confirm you have Git access, production deployment records, and an existing menu or pause system with input bindings.
  5. 5Describe the changelog task. Ask in plain language, for example to add a changelog screen or backfill history from deployments and Git.
  6. 6Review the changes. Check the ledger entries, version numbers and source edits before committing.
  7. 7Verify the live build. After deployment, confirm the live game shows the expected version, newest entry, and working close paths.

What does the skill make the agent do?

The skill tells the agent to treat the changelog as a release system. The core record is a single ledger of player-visible releases. A version identifies a successful production release, not a development commit, and the newest ledger entry defines the version shown throughout the game.

The agent also wires the screen into the game's menu state. Opening the changelog is a reversible menu transition, and the header toggle, visible X, bottom Back action, controller cancel, and Escape all route through one close function. It also checks layout on desktop and mobile.

  • Reconstruct release history from deployments and Git, without inventing missing entries
  • Define when a version number should change (one successful player-visible production deployment equals one version)
  • Keep the displayed version synchronized with the live build
  • Build responsive, accessible release-ledger UI with keyboard, controller and touch support

Install the skill: download the ZIP and unzip it

Download the ZIP for this skill from this page. Then install it in one of two ways.

For a personal install, unzip it into ~/.claude/skills/. To limit it to one game project, unzip it into that project's .claude/skills/ folder. Either way, the skill folder should contain SKILL.md, references/reference-architecture.md and agents/openai.yaml.

You can also upload the skill in the Claude apps under Settings → Capabilities → Skills.

  • Personal: ~/.claude/skills/
  • Project only: .claude/skills/ inside your game repository
  • Claude apps: Settings → Capabilities → Skills, then upload

Trigger the skill with a natural request

You do not need a special command. Describe the task in plain language and mention the changelog or version screen. The skill's description covers requests to add or revise a changelog or version screen, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

Give the agent the context it needs: the game repository, the menu or pause system, and where your deployment history lives.

  • "Add an in-game changelog screen to the pause menu, opened from the version number."
  • "Backfill our changelog from the hosting provider's deployment history and our Git log."
  • "Make sure the version shown in the game matches the live build."
  • "Check that the changelog works with Escape, a controller and touch on mobile."

Set up what the skill needs

The skill assumes three things. Without them, it cannot do accurate work and the result would be thin or guessed.

Git repository access is needed to diff source revisions. Access to production deployment records, such as your hosting provider's deployment history, lets the agent verify which revisions players received. The game codebase must already have a menu or pause state machine and an input binding layer to hook into.

  • Git repository access for the game project
  • Production deployment records that show which revisions players received
  • A game codebase with an existing menu or pause state machine and input bindings

Safety notes: scripts and network

This skill does not run scripts and does not use the network, according to its listing. It works by reading your repository and deployment records and then editing source files.

Because the agent will edit your game code and may publish builds, review its diff before committing, and confirm the deployment succeeded before treating a version as released. The skill itself says not to fabricate history or release dates; if evidence is incomplete, the agent should stop and ask.

  • No scripts are run by the skill
  • No network use is declared by the skill
  • Review the proposed source changes before committing
  • Check the live game after release, as the skill's release order requires

Tips for good results

Keep the version scheme you already use. For a new pre-1.0 game with no scheme, the skill defaults to 0.9.0 and increments the patch number once per production release. It does not jump to a new minor or major version without an explicit product milestone.

Write player-facing notes such as "Restore vitality at checkpoints" rather than "Various fixes." Keep commit hashes and deployment IDs in internal metadata, not in player copy.

  • Keep your existing version scheme if you have one
  • Do not bump the version for local commits, drafts or failed builds
  • Combine commits shipped together into one version; give a separate hotfix its own version
  • Ask the agent to run the data, accessibility and responsive checks it lists

What people use it for

  • Add a version screen to a game's pause menu that opens from the current version number and closes with X, Back, controller cancel or Escape.
  • Reconstruct past release history from production deployments and Git history into a structured, newest-first ledger.
  • Define version-bump rules so each successful player-visible production deployment gets exactly one changelog version.
  • Repair a changelog whose displayed version no longer matches the live build.
  • Test changelog open and close behaviour and responsive layout on desktop and mobile.

Frequently asked questions

How do I install the build-game-changelog agent skill?

Download the ZIP from this page and unzip it into ~/.claude/skills/ for personal use, or into your project's .claude/skills/ folder. You can also upload it in the Claude apps under Settings → Capabilities → Skills.

What do I need to use the build-game-changelog skill?

You need Git repository access for the game, access to production deployment records such as your hosting provider's deployment history, and a game codebase with an existing menu or pause state machine and input binding layer.

Is the build-game-changelog skill free?

The skill is listed under the MIT licence. This page does not state pricing, so check the licence file in the repository for the terms that apply.

Does the skill run scripts or use the network?

According to its listing, the skill does not run scripts and does not use the network. It works from your repository and deployment records and edits source files, so review its changes before committing.

Can I use this skill for a website or plain release notes page?

No. The skill is written for game menus and input handling. For a non-game web app or documentation site that only needs a plain release notes page, a simpler approach is a better fit.

What if my deployment history is incomplete?

The skill says not to fabricate history. If evidence is incomplete, the agent marks provenance unknown or stops to ask, which can leave a thinner ledger than you might want.

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Our verdict

Use this skill if you make a game with a menu or pause system and want an accurate in-game version history that matches the live build, especially if you need it to work with keyboard, controller and touch. Skip it if your project has no menu to hook into, if you only need a plain release notes page, or if you cannot access deployment history.

Download the skill