release-planning

Plans post-launch game releases as themes and hypotheses in a roadmap artifact.

Updated Aug 4, 2026
One-click install
npx skills add https://github.com/rombel00/game-processes --skill release-planning-rombel00
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: release-planning
Source: https://github.com/rombel00/game-processes/tree/main/plugins/product-definition/skills/release-planning
Command: npx skills add https://github.com/rombel00/game-processes --skill release-planning-rombel00

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? After the first playable slice of a game is defined, teams often either over-plan future releases in task-level detail that will inevitably change, or have no plan at all. This Skill produces a lightweight roadmap that sequences releases 2 and beyond as themes and hypotheses, ordered by which release yields the most decision-changing facts first. ## Core Features & Use Cases - Theme-based release sequencing: Groups leftover scope (below-the-line loop elements, unverified lean canvas hypotheses, unused market differentiation opportunities) into release themes with explicit hypotheses and dependencies. - Fact-driven ordering: Ranks releases by which one earliest produces a fact that could reshape the rest of the plan, rather than by convenience or effort. - Repeat-run support: Reads an existing roadmap artifact before rewriting it, preserving unaffected themes and dependencies after each release. - Use Case: After finishing a walking-skeleton slice of a mobile game, use this Skill to decide whether the next release should validate monetization or expand to a second player segment, and record the trigger that would force a replan. ## Quick Start Use the release-planning skill to build a roadmap of releases 2 and beyond based on my story_map and lean_canvas artifacts.

Frequently Asked Questions about release-planning

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I plan game releases after the first playable slice?▼

Group everything left outside the first slice into themes, attach a hypothesis to each release, and order them by which release earliest produces a fact that could change the rest of the plan. Describe future releases as themes, not task lists.

What is a theme-based roadmap for game development?▼

A theme-based roadmap describes each future release as a theme plus a hypothesis to confirm or refute, instead of detailed features and estimates. It avoids wasting effort planning work that the first release's data will likely reprioritize.

What inputs does release planning need for a game project?▼

The required input is a brief, with optional story_map, roadmap, lean_canvas, and market research artifacts. The skill pulls below-the-line loop elements, unverified canvas hypotheses, and unused differentiation opportunities from these inputs.

When should a game roadmap be rewritten?▼

Rewrite the roadmap after every release, since new facts change priorities. On repeat runs the existing roadmap is read first so unaffected themes and dependencies are preserved rather than reinvented.

What if there is no second release to plan?▼

Do not invent a Release 2 to fill the structure. A one-line document stating that nothing further is planned and the question will be revisited after the first release is a valid output for small projects.