Install in Claude Code
Copygit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills /tmp/itch-publish && cp -r /tmp/itch-publish/skills/workflows/itch-publish ~/.claude/skills/itch-publishThen start a new Claude Code session; the skill loads automatically.
Definition
SKILL.md
# itch.io Publish (butler) Get a build onto an itch.io page and keep it updated. The page is created in the browser; all uploads go through **butler**, itch.io's command-line tool, with one command you'll use forever: `butler push`. butler diffs against the previous build and uploads only what changed. Deep CI/CD and flag detail lives in `references/butler-ci.md`. ## When to use - Use when creating/updating an itch.io project page, installing or logging in to butler, uploading a build with `butler push`, choosing channel names, versioning uploads, or shipping a jam/demo/release build to itch.io. - Triggers: `butler push`, `butler login`, channels, `.itch.toml`, "publish on itch", "upload to itch". **When *not* to use:** publishing on Steam (use `steam-publish`); jam *scope/planning* (use `game-jam` — this skill is only the upload mechanics); building the game itself (engine skills). ## Core workflow 1. **Create the project page** at `itch.io/game/new`. Set the **Kind of project**: keep *Downloadable* for native builds, or choose **HTML** for a browser-playable game (this is required for web builds — see Pitfalls). Set pricing/visibility (Draft until ready). 2. **Install butler and log in.** Download from `itchio.itch.io/butler`, add it to `PATH`, then `butler login` (opens a browser to authorize). Verify with `butler version`. For CI, use `BUTLER_API_KEY` instead — see the reference. 3. **Prepare a portable build folder** — the exact files a player runs, nothing extra. Push a **folder** (or a single `.zip` *of* that folder), **not an installer** and **not a pre-compressed archive of archives** (hurts patching; see Pitfalls). 4. **Push to a channel:** `butler push <dir> <user>/<game>:<channel>`. The channel name determines the platform tag (see Patterns). The first push uploads everything; later pushes to the same channel upload only the diff. 5. **Set platform/HTML tags** on the *Edit game* page if a channel wasn't auto-tagged correctly, then **Save**. For browser games also flip the page to **HTML** and tag the channel *playable in browser*. 6. **Version your builds** (optional but recommended): `--userversion 1.2.0` or `--userversion-file build.txt` so you control the version string players and the update API see. 7. **Update later** by pushing to the *same* channel again. Use `butler status <user>/<game>` to see channels/builds and `butler push-preview` to see what a push would change before sending it. ## Patterns ### 1. The one command you need — `butler push` ```bash # butler push <directory-or-zip> <user>/<game>:<channel> butler push ./build/windows leafy/my-game:windows butler push ./build/mac leafy/my-game:osx butler push ./build/linux leafy/my-game:linux butler push ./web leafy/my-game:html # browser build (also set page Kind = HTML) ``` ### 2. Channel naming controls the platform tag (kebab-case, lowercase) ```text Substring in channel name -> auto-applied tag: win / windows -> Windows linux -> Linux mac / osx -> macOS android -> Android Multiple platforms in one channel are allowed: e.g. a Java jar: butler push ./jar leafy/my-game:win-linux-mac Convention: lowercase words separated by dashes (windows-beta, osx-demo, soundtrack). Tags are only the INITIAL guess — fix them anytime on the Edit game page (then Save). ``` ### 3. Version, verify, and preview ```bash butler version # print version; confirms install + PATH butler login # authorize this machine (opens browser) # Set an explicit version string instead of itch's auto-incrementing integer: butler push ./build leafy/my-game:windows --userversion 1.2.0 butler push ./build leafy/my-game:windows --userversion-file build_number.txt butler status leafy/my-game # list channels + latest builds/versions butler push-preview ./build leafy/my-game:windows # NEW/MODIFIED/DELETED/SAME, uploads nothing ``` ### 4. First-time, hidden, and filtered pushes ```bash # Hide a brand-new channel from the page until you're ready (NEW channels only): butler push ./build leafy/my-game:windows-beta --hidden # Exclude files from the upload without copying the folder (--ignore is repeatable): butler push ./build leafy/my-game:windows --ignore '*.pdb' --ignore '*.dSYM' # Preview exactly what would be sent, without sending it: butler push ./build leafy/my-game:windows --dry-run ``` ## Pitfalls - **Pushing an installer.** itch.io patches *portable* builds; an installer (`.exe`/`.msi`) defeats patching and the itch app's auto-update, and may need admin rights players don't have. Push the extracted, runnable folder instead. - **Pre-compressed builds.** Pushing a heavily compressed archive (or an archive of archives) makes patches huge — a tiny change rewrites the whole compressed blob. Push uncompressed files; itch.io compresses on its side. - **A folder containing only one `.zip`.** butler auto-unzips it and pushes the contents (to avoid a "zip in a zip"). Pass `--no-auto-unzip` only if you truly want the zip uploaded as one opaque file. - **HTML5 game shows as a download.** Two switches are required: set the page **Kind** to *HTML* and tag the channel *playable in browser* on the *Edit game* page after the first push — neither happens automatically from the channel name. - **`--hidden` on an existing channel errors.** It only applies when the push *creates* a new channel. Unhide later from *Edit game*. - **Channel typos make duplicate slots.** `windows` and `win-final` are different channels and create separate downloads. Decide your channel names up front and reuse them. - **30 GB cap.** itch.io rejects builds whose total *uncompressed* size exceeds 30 GB. - **Secrets in CI logs.** A `BUTLER_API_KEY` printed in a public log is compromised — revoke it immediately on the API keys page. See the reference for safe CI usage. ## References - Fo
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