What problem does it solve? Packaging a Godot game into a distributable build requires export templates, correctly named presets in export_presets.cfg, and platform-specific quirks (macOS ASTC compression, WebGL2 renderer limits) that fail silently or with misleading exit codes. This Skill provides a tested headless CLI workflow that produces real artifacts and verifies them instead of trusting exit 0. ## Core Features & Use Cases - Headless desktop export: Run --export-release for Linux, macOS, and Windows presets from the command line without opening the editor, across the Godot/Redot/Blazium family via the $GODOT binary seam. - Web export with explicit caveats: Export an HTML5/Web build while accounting for the Compatibility/WebGL2 renderer lacking the normal-roughness buffer used by Forward+ post-process effects, with an explicit ship/degrade/defer decision. - itch.io publishing: Push per-platform channels to itch.io with butler, including an html5 channel playable in-browser and version tagging via --userversion. - Use Case: You finished a POC game and want it on itch.io. The Skill installs matching export templates, authors export_presets.cfg, exports Linux/macOS/Windows builds headlessly, verifies each artifact is non-trivial in size, and pushes all channels with butler. ## Quick Start Export my Godot project to Linux, macOS, and Windows release builds and upload them to my itch.io page.