project-stage-detect
Skill0 starsChanged 4 months agoMITView on GitHub
Use when checking what development phase the project is in, what artifacts exist vs are missing, or when the designer asks 'where are we?' Reads production/stage.txt, scans artifact globs from workflow-catalog.yaml, and reports phase + gaps. ShiningPlague-adopted: per-phase project artifact checks, workstream phase map, gap summary with priority gap surfacing.
15 other projects use a version of this.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiostheir own version, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiostheir own version, first seen Oct 19, 2026
- venus2099/codex-game-studiostheir own version, first seen Oct 17, 2026
- scotidev/GameDevStudiotheir own version, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Plugintheir own version, first seen Oct 5, 2026
- dawn840705/claude-code-studiostheir own version, first seen Aug 28, 2026
Used with
Projects with it also use soak-test, team-live-ops and 2 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
lilangMaxSkillsoak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Also in 9 projects that use this
lilangMaxSkillteam-live-ops
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Also in 9 projects that use this
- +2 more from lilangMax
Other versions15 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 15
- Donchitos/Claude-Code-Game-Studios★ 27ksame name
- pixel-cellar/Claude-Code-Game-Studios★ 324same name
- striderZA/OpenCodeGameStudios★ 118same name
- tranhieutt/software_development_department★ 71same name
- cenconq25/claude-code-app-studio★ 40same name
- CoralGame/Claude-Code-Game-Studios★ 19same name
- dawn840705/codex-code-studios★ 17same name
- CodePhobiia/claude-roblox-game-studio★ 9same name
- lilangMax/ClaudeCodeGameStudios★ 8same name
- hongyuanc/codex-game-studios★ 5same name
5 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
3 rules. 0 are common, 0 are distinctive, and 3 are very specific to this project.
0
Common
Most of the 14 edited versions we read keep these.
0
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 35
Read production/stage.txt.
- Very specific: line 47
Read .claude/docs/workflow-catalog.yaml.
- Very specific: line 74
Read production/workstreams/*.md for per-workstream phase positions.
“Common” is measured: kept by at least 6 in 10 of the 14 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Project Stage Detect
🌱 ShiningPlague-adopted. Originally Donchitos (barebones stub); battle-tested on a shipped Godot project. Upstream was a pointer-only file; the studio version is the full implementation — per-phase artifact checks, workstream phase map, gap summary.
Auto-detect current development phase and report gap analysis.
If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.
Procedure
Existence is not evidence. The installer seeds the whole document stack, so every artifact this skill globs already exists on a virgin project. A file still carrying the
scaffold-seed: unwrittenmarker near the top is a blank seed and counts as absent everywhere below. The mechanical version of this whole procedure ispython tools/workflow_state_check.py, which already applies the rule — prefer running it over re-deriving it by hand. Contract:.claude/docs/doc-stack.md§ Seeded is not written.
1. Read Authoritative Phase
Read production/stage.txt. Map to workflow-catalog phase key:
- "not-started" → the seeded default, not a phase. No gate has been cleared — report the project as pre-concept and infer readiness from artifacts below.
- "Concept" → concept
- "Systems Design" → systems-design
- "Technical Setup" → technical-setup
- "Pre-Production" → pre-production
- "Production" → production
- "Polish" → polish
- "Release" → release
2. Read Workflow Catalog
Read .claude/docs/workflow-catalog.yaml. For each phase up to and including current, check each step's artifact.glob — and where the step declares one, its artifact.pattern too. A match only counts if the file is non-empty and no longer carries the scaffold-seed marker.
3. Check Per-Phase Artifacts
Concept phase:
- Game concept doc:
docs/gdd/game-concept.mdor{{GDD_PATH}} - Game pillars:
docs/gdd/game-pillars.md - Art bible: check for art-bible artifact
Systems Design phase:
- Systems index:
docs/gdd/systems-index.md - Per-system GDDs:
docs/gdd/*.md - Cross-GDD review: review-all-gdds artifact
Technical Setup phase:
- ADRs:
docs/adr/[0-9]*.md - Master architecture:
docs/architecture/architecture.md - Control manifest:
docs/architecture/control-manifest.md - Engine reference:
docs/engine-reference/
Production phase:
- Source files:
src/ - Sprint status:
production/sprint-status.yaml
Report each as EXISTS / MISSING / partial from the live scan — never from cached claims.
4. Check Workstream States
Read production/workstreams/*.md for per-workstream phase positions.
Report which workstreams are ahead/behind the declared project phase.
5. Output Report
## Project Phase: [phase]
### Phase Artifacts
✓ [artifact] — exists
✗ [artifact] — MISSING (required for [phase])
~ [artifact] — partial (exists but incomplete)
### Workstream Phase Map
- Combat: Production
- Narrative: Concept
- Game Design: Production (gaps in Concept/Systems Design)
### Gaps Summary
[N] missing required artifacts across [phases]
Priority gap: [highest-impact missing item]
### Recommendation
[what to do next to close the most important gap]Project Paths
- Stage:
production/stage.txt - Catalog:
.claude/docs/workflow-catalog.yaml - Workstreams:
production/workstreams/*.md - Registry:
data/_schemas/system_registry.json
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