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akillness/jeo-skills334 installs

steam-store-launch-ops

Turn Steam store-page, wishlist, demo, Next Fest, and launch-window ambiguity into one packet-first Steam launch brief. Use when an indie dev, small studio, founder-marketer, or publisher helper needs to decide whether the next move is a page-promise audit, wishlist-signal check, demo-readiness gate, event-timing workback, or launch-ops runbook — especially when they say "help my Steam page", "wishlists are weak", "is our demo ready", "should we do Next Fest", or "give me a Steam launch checklist". Route broad non-game GTM work to `marketing-automation` and player-feedback/build-performance issues to the game specialist skills.

How do I install this agent skill?

npx skills add https://github.com/akillness/jeo-skills --skill steam-store-launch-ops
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    This skill acts as a diagnostic framework for Steam game developers to evaluate their store pages and launch readiness. It is composed of instructional markdown and reference materials, with no executable code, malicious scripts, or security vulnerabilities detected.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

Steam Store Launch Ops

Use this skill as a packet-first Steam launch router.

The job is not to dump generic marketing advice. The job is to:

  1. identify the current Steam hook,
  2. choose the single best packet,
  3. separate visibility, promise, proof, timing, and ops honestly,
  4. make one-shot Steam constraints explicit,
  5. route broader marketing, player-feedback, build, or performance work outward when those are the real problems.

Read these when needed:

When to use this skill

  • Review a Steam Coming Soon or live store page before a meaningful public beat
  • Diagnose weak wishlist complaints without confusing traffic, conversion, proof, and timing
  • Decide whether a demo is ready for public exposure or likely to weaken trust
  • Decide whether a Steam Next Fest or similar public beat fits actual readiness
  • Turn late-stage Steam launch stress into one checklist/runbook packet instead of a giant marketing rewrite
  • Triage Steam-facing creator/outreach readiness only far enough to choose the right next packet

When not to use this skill

  • The main job is broad non-game launch/GTM/lifecycle/acquisition work → marketing-automation
  • The main job is prioritizing player/demo feedback, confusion, bugs, or playtest notes → game-demo-feedback-triage
  • The main job is a red build, packaging failure, or CI/editor log → game-build-log-triage
  • The main job is runtime profiling, frame-time diagnosis, Steam Deck perf, or platform bottlenecks → game-performance-profiler
  • The main job is milestone coordination across the whole game project rather than Steam-facing launch/store work → bmad-gds

Instructions

Step 1: Classify the request into one packet

Choose the single best packet before giving advice.

Packets

  • page-promise-audit — the main risk is page conversion: capsule, screenshots, trailer, short description, tags
  • wishlist-signal-check — the user says wishlists are weak and you must separate traffic weakness from conversion weakness
  • demo-readiness-gate — the key question is whether the demo helps or hurts the current public beat
  • event-timing-workback — the team needs a Next Fest / showcase / timing decision with readiness tradeoffs
  • launch-ops-runbook — the page is mostly set, but release timing, creator readiness, review/release controls, or ownership are scattered

If the request mixes several concerns, still choose one primary packet and name one secondary concern.

Step 2: Capture the smallest credible Steam packet

Pull only the minimum evidence that supports a real decision:

  • current hook: Coming Soon, weak wishlists, demo publish/update, Next Fest, launch window, or unknown
  • page evidence: URL or screenshots, capsule, first screenshots, short description, tags
  • proof evidence: trailer link/opening notes, demo status, public-build confidence
  • signal context: traffic weak, conversion weak, both unclear, or unknown
  • timing context: festival deadline, launch target, demo timing, review/release constraints
  • ops context: creator/press materials, keys/outreach, ownership gaps, launch checklist gaps

If the evidence is thin, keep confidence low and choose the smallest safe packet.

Step 3: Name the primary bottleneck

Use the existing diagnostic model, but keep one primary bottleneck.

Primary bottlenecks

  • visibility-acquisition
  • promise-clarity
  • proof-demo-readiness
  • timing-hook-fit
  • launch-ops-readiness
  • evidence-gap

Typical mappings:

  • "Wishlists are weak and traffic is weak too" → visibility-acquisition
  • "Some people click through but do not wishlist" → promise-clarity
  • "The page is okay but the demo may be rough" → proof-demo-readiness
  • "Should we do Next Fest now or wait?" → timing-hook-fit
  • "We are near launch and materials/checklists feel scattered" → launch-ops-readiness
  • "We barely have evidence" → evidence-gap

Step 4: Apply the one-shot Steam rules

Before recommending anything, check the constraints that are easy to miss:

  • a pre-release public demo depends on the base game page already being visible as Coming Soon
  • the first public demo release gets a limited one-shot notify window to wishlisters/followers
  • Next Fest requires a public page, a publicly playable demo by the event start, and current store assets
  • Steam review and release still carry manual timing/risk; do not assume everything is automatic

If the recommendation would spend one of these beats on a weak package, say so directly.

Step 5: Choose the packet-specific intervention

Use one packet and one intervention.

page-promise-audit

Use when the page package is the likely bottleneck.

Focus on:

  • capsule readability
  • screenshot ordering and gameplay proof
  • trailer opening
  • short-description specificity
  • tag coherence

Good next artifacts:

  • page rewrite brief
  • screenshot reorder brief
  • trailer hook brief
  • tag audit

wishlist-signal-check

Use when the team is overfitting to weak wishlist results.

Focus on:

  • low traffic vs weak conversion
  • whether the page package actually matches the audience promise
  • whether the demo/proof is missing or weak
  • whether a timing/event problem is hiding inside the wishlist complaint

Good next artifacts:

  • wishlist signal memo
  • page rewrite brief
  • visibility push check
  • demo readiness checklist

demo-readiness-gate

Use when the demo is the public proof question.

Focus on:

  • whether the demo strengthens trust
  • whether first-session quality matches the current page promise
  • whether the notify/event timing is being spent too early
  • whether the better move is polish, delay, narrow the beat, or proceed

Good next artifacts:

  • demo readiness checklist
  • proof-gap notes
  • event timing memo

event-timing-workback

Use when the main decision is whether a public beat fits actual readiness.

Focus on:

  • Next Fest or showcase fit
  • page/trailer/tag/demo readiness as a set
  • whether the event is being treated as a readiness gate or wishful discovery play
  • immediate workback tasks before the deadline

Good next artifacts:

  • Next Fest runbook
  • event timing decision memo
  • asset lock checklist

launch-ops-runbook

Use when the core page/demo are mostly acceptable, but launch execution is fragmented.

Focus on:

  • review/release timing
  • creator/press readiness and key/outreach packet hygiene
  • ownership gaps
  • launch-day checklist and contingency points

Good next artifacts:

  • launch checklist
  • launch-day runbook
  • creator/outreach prep packet

Step 6: Add route-outs before scope drifts

Route out instead of absorbing adjacent work when:

  • the user needs broad acquisition/content/lifecycle/measurement strategy beyond Steam-facing launch/store work → marketing-automation
  • the evidence is mostly playtest quotes, user confusion, or mixed demo feedback → game-demo-feedback-triage
  • the issue is one broken build, packaging failure, or CI/editor log → game-build-log-triage
  • the real blocker is runtime perf, Steam Deck, frame-time, or platform bottlenecks → game-performance-profiler
  • the work is broader milestone coordination, milestone risk, or producer-style sequencing → bmad-gds

A trustworthy front door narrows the next move. It does not claim every neighboring game-marketing job.

Step 7: Return one Steam launch packet

Return one concise packet, not a giant essay.

# Steam Launch Packet

## Packet choice
- Primary packet: page-promise-audit | wishlist-signal-check | demo-readiness-gate | event-timing-workback | launch-ops-runbook
- Secondary concern: optional
- Current hook: ...
- Confidence: high | medium | low

## Evidence used
- Page / asset evidence: ...
- Demo / proof evidence: ...
- Signal context: ...
- Timing / ops context: ...
- Missing but important: ...

## Primary bottleneck
- Bucket: visibility-acquisition | promise-clarity | proof-demo-readiness | timing-hook-fit | launch-ops-readiness | evidence-gap
- Why it matters now: ...
- Evidence: ...

## Recommended intervention
- One intervention: ...
- Why this is the shortest credible move: ...

## Priority checks
1. ...
2. ...
3. ...

## Recommended next artifact
- Choose one: page rewrite brief | screenshot reorder brief | trailer hook brief | tag audit | wishlist signal memo | visibility push check | demo readiness checklist | event timing decision memo | Next Fest runbook | asset lock checklist | launch checklist | launch-day runbook | creator/outreach prep packet

## Route-outs
- Skill: ...
- Why: ...
- Packet to pass: ...

## What not to do yet
- 1-3 bullets that prevent folklore, wasted spend, or premature scope drift

Step 8: Verify the boundary before finalizing

Check:

  • did you pick one packet instead of mixing page audit, demo QA, outreach CRM, and broad GTM strategy together?
  • did you separate traffic weakness from conversion weakness before prescribing page changes?
  • did you treat demos and Next Fest as readiness gates rather than generic visibility freebies?
  • did you make one-shot timing/review constraints visible when they matter?
  • did you route feedback/build/perf work outward instead of stretching this skill?

Output format

Always return a short Steam Launch Packet.

Required qualities:

  • one primary packet
  • one primary bottleneck
  • one next artifact
  • explicit uncertainty when evidence is thin
  • route-outs when the real job belongs elsewhere
  • no giant generic marketing sermon

Examples

Example 1: weak wishlists with some traffic

Input

Our Steam page gets clicks from social posts, but wishlists are still weak. Review our capsule, screenshots, short description, and tags.

Good response direction

  • packet: wishlist-signal-check
  • bottleneck: likely promise-clarity
  • next artifact: page rewrite brief or screenshot reorder brief
  • avoids pretending traffic is the only issue

Example 2: Next Fest decision

Input

We want to do Next Fest. The page is up and the trailer is decent, but I am nervous the demo is still rough.

Good response direction

  • packet: event-timing-workback or demo-readiness-gate
  • bottleneck: proof-demo-readiness
  • calls out that Next Fest is a readiness gate
  • next artifact: demo readiness checklist or Next Fest runbook

Example 3: launch checklist ask

Input

Give me a Steam launch checklist. We have a page, trailer, demo, and a small creator list.

Good response direction

  • packet: launch-ops-runbook
  • bottleneck: launch-ops-readiness
  • next artifact: launch checklist or launch-day runbook
  • keeps page conversion and creator prep in scope only as launch ops, not a full GTM rewrite

Best practices

  1. Choose the packet first — the front door should narrow the task immediately.
  2. Separate signal from folklore — wishlists, demos, and Next Fest all attract bad default advice.
  3. Treat the demo as public proof — not just another asset.
  4. Treat Steam timing as a constraint system — Coming Soon, demo notify timing, review/release, and Next Fest all matter.
  5. Prefer one next artifact over a giant launch theory dump.
  6. Stay Steam-specific — this is the repo’s game-launch exception, not a generic marketing wrapper.

References

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/akillness/jeo-skills/steam-store-launch-ops">View steam-store-launch-ops on skillZs</a>