skilly. Buy ad slot
All skills
Devops / AGENT SKILL

itch-publish

gamedev-skills/awesome-gamedev-agent-skills
2.6K installs 1.1K GitHub stars
0

Publish and update itch.io games using project pages and the butler CLI.
Publish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io.

BEFORE YOU INSTALL

Understand the trade-offs.

SECURITY REVIEW

Not yet assessed

Review the original instructions and requested permissions before installing.

No security review is available for this catalog entry yet.

SKILL QUALITY

Not yet assessed

How clearly the skill guides your agent, how complete its workflow is, and how you can check the outcome.

No quality assessment is available for this catalog entry yet.

The full skill.

Original instructions from the publisher’s 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

- For CI/CD (GitHub Actions/GitLab) with `BUTLER_API_KEY`, automated install via `broth`, the
  full flag list, and the update-check API, read `references/butler-ci.md`.
- Primary docs: the butler manual — `itch.io/docs/butler` (installing, login, pushing).

## Related skills

- `steam-publish` — the same game on Steam via SteamPipe (often shipped alongside itch.io).
- `game-jam` — most jams are hosted on itch.io; this skill handles the upload step.
- `prototype-fast` — share an early prototype on a Draft/restricted itch page for playtesting.