itch-publish — Claude Code skill: publish builds to itch.io
This skill walks a game build onto an itch.io page: butler push to the right channel, version strings, updates that send only what changed. Handy when a demo or release has to go out.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill itch-publish -a claude-codeWhat itch-publish does
The skill covers the trip from a build folder to a live itch.io page. You create the page yourself at itch.io/game/new, and uploads go through butler, itch.io's command-line tool, with one command you keep reusing: butler push <dir> <user>/<game>:<channel>. The first push sends everything. Later pushes to the same channel send only the diff.
Channel names decide the platform tag. win or windows gives Windows, osx or mac gives macOS, linux and android follow the same rule. There is no tag for CPU architecture, so when you ship several builds name the channel yourself, as in windows-arm64. Set the version string with --userversion 1.2.0 or --userversion-file build.txt. Run butler push-preview first and it reports what would be added, changed or deleted without uploading anything.
What to check before you ship: push a folder of runnable files, not an installer and not a pre-compressed archive. itch.io patches file by file, so either of those turns every small change into a large upload. A browser build needs index.html at the root and has to fit the limits: at most 1,000 files, 500 MB extracted, 200 MB per file. The HTML page kind and the browser tag are set by hand on the Edit game page after the first push.
What it helps with
- put a game page together and upload the first build to itch.io
- map Windows, macOS and Linux builds to channels with the right tags
- push only the files that changed instead of the whole build
- preview a push and see what it would alter
- ship a jam demo while keeping a new channel hidden
Example prompts for the agent
- Push
./build/windowsto thewindowschannel ofleafy/my-gamewithbutler push. - Run
butler push-previewon./buildand tell me which files go to thelinuxchannel. - The browser build loads a blank page on itch.io — check
index.htmlat the root and the page kind.
How to install itch-publish
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill itch-publish -a claude-code2Manually: put the files in place
~/.claude/skills/itch-publish/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/itch-publish/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill itch-publish -a codex2Manually: put the files in place
.agents/skills/itch-publish/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill itch-publish -a cursor2Manually: put the files in place
.cursor/skills/itch-publish/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills itch-publish2Manually: put the files in place
.github/skills/itch-publish/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill itch-publish -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/workflows/itch-publishManually: put the files in place
.devin/skills/itch-publish/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill itch-publish -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about itch-publish
How to install itch-publish in Claude Code?
With one command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill itch-publish -a claude-code. The skill lands at ~/.claude/skills/itch-publish/SKILL.md.
What does itch-publish do?
It takes a build folder to a live itch.io page: the butler push call, channel names, version strings, and a warning about installers and archive-of-archive uploads.
What do I need before the first push?
The game page has to exist already, because butler uploads only into a project that is there. You also need butler installed and authorized with butler login.
Source text
SKILL.md · Apache-2.0
--- name: itch-publish description: > 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. --- # 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` — butler pushes only to a page that already exists. 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 and keep visibility at **Draft** (or Restricted for testers) until the page is finished: the first public publish puts it on *Most Recent* once, and it cannot go back to the top later. 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. (The itch desktop app also has a graphical push screen that uses its own bundled butler, if the user prefers no CLI.) 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>`. `<user>/<game>` is the lowercase page address (`finji.itch.io/overland` → `finji/overland`). 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. **Fill in the *Edit game* page, then Save.** Fix platform tags if a channel wasn't auto-tagged correctly — tick only platforms you have actually run the build on. For browser games also flip the page to **HTML** and tag the channel *playable in browser*. Answer the **AI generation disclosure** section if any shipped content was made with generative AI (mandatory for asset pages, which are delisted without it), and mark adult content under *Metadata → Classification*. 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). There is no tag for CPU architecture: name the channel (windows-arm64) if you ship several. ``` ### 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. - **HTML5 build loads a blank page or 403s.** The upload needs `index.html` at its root and must stay within itch.io's limits: at most 1,000 files, 500 MB extracted, 200 MB per file, 240 characters per path. The CDN is case-sensitive, serves the game from a subfolder (so paths starting with `/` break — use relative paths), returns 403 for folder URLs, and only allows HTTPS requests to other domains. HTML5 pages take payment only as donations; sell a web game by making the page *Downloadable*. - **`invalid target (bad user)` / `(bad game)`.** The target must match the page address exactly — subdomain for the user, URL slug for the game, all lowercase — and the page must exist already. - **macOS `.app` loses its structure.** Push the `.app` folder itself (or the folder that contains it); butler keeps the bundle as the top-level directory and marks Mac/Linux executables as executable by default. - **`--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. - **Paid page delisted or payouts frozen.** Selling requires following the payment processors' rules (itch.io's creator FAQ lists themes card networks will not process), and adult content must be classified as such. Check before setting a price. - **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); itch.io creator docs — `itch.io/docs/creators/html5` (web build limits) and `itch.io/docs/creators/quality-guidelines` (tagging, AI disclosure, delisting rules). ## 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.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills