- name
- patch-notes
- description
- Player-facing patch notes from git history and changelogs. Translates developer language into player communication.
- argument-hint
- [version] [--style brief|detailed|full]
- user-invocable
- true
- allowed-tools
- Read, Glob, Grep, Write, Bash, Bash(bash "*/.claude/skills/patch-notes/../../hooks/yaml-helper.sh" resolve_config *)
- model
- sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation`
**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
every file write follows `.claude/docs/automation-modes.md`
(collaborative asks always · guided major-only · autonomous logs and proceeds;
`automation_always_ask` categories always prompt).
## Provenance check — before reading any history
**Confirm the history you are about to read belongs to THIS game.** Run this
before Phase 2 and stop if it fails.
1. Sample the recent log: `git log --oneline -20`. **If it is empty or git is
unavailable, skip this check** — there is nothing to classify, and Phase 2's
no-changelog-data branch is the right stop.
2. **Classify every commit in the range, one at a time**, into exactly one of:
- **Game** — changes the game the player plays: mechanics, content, balance,
art, audio, UI, a bug in any of those.
- **Framework / maintenance** — changes CCGS itself or the project's tooling:
subjects naming skills, hooks, agents, the test plan, CI, the framework's
own docs. **Excluded from player-facing notes, but not a reason to stop.**
- **Unclear** — treat as framework. A commit you cannot confidently place is
not one to write player copy from.
3. Then decide from the counts:
- **At least one Game commit** → proceed, using **only** those. Say how many
of how many you used, so the reader can see the filter ran.
- **Zero Game commits** → stop, using the message below, and give the count (0 of how many) so the reader can see the filter ran.
> **Filter per commit; do not stop on a repo that merely contains maintenance
> work.** Every project built on this framework accumulates commits touching
> hooks, CI and skills — the game repo *is* the framework repo. An earlier
> version of this check listed "subjects naming the framework, its skills, hooks,
> agents or test plan" as a hard STOP, which fires on virtually every real
> project and contradicted its own step 2 whenever a history was mostly the
> game's. The danger was never that such commits *exist*; it is that they get
> **rendered as player-facing copy**. Excluding them addresses that exactly, and
> a repo-level stop does not.
Corroborate before you proceed, cheaply: the Game commits should name systems
that appear in `design/` and the code root (`src/`, `Assets/` or `Source/`). If
they name a product those directories
never mention, that is the real wrong-history signal — stop.
If **no** commit in the range is this game's, say so and stop:
> "The git history in this repo does not appear to belong to [game]: 0 of the [N]
> recent commits are Game commits. The recent
> commits describe [what they actually describe]. I cannot generate release notes
> from it — point me at the right history, or supply the change list directly."
Verdict: **BLOCKED** — stop here without generating notes.
**Why this is a hard stop, not a warning.** This exact failure is real, not
hypothetical: a batch of framework-internal commits produced player-facing copy
reading *"Fixed an issue where progress from your last session could be lost on launch"*
— a session-hook timeout rendered as a gameplay fix for a game with **no save
system**. It was fluent, plausible, and entirely false. A reader cannot tell the
difference; only this check can.
---
## Phase 1: Parse Arguments
- `version`: the release version to generate notes for (e.g., `1.2.0`)
- `--style`: output style — `brief` (bullet points), `detailed` (with context), `full` (with developer commentary). Default: `detailed`.
If no version is provided, ask the user before proceeding.
---
## Phase 2: Gather Change Data
- Read the internal changelog at `production/releases/[version]/changelog.md` if it exists
- Also check `docs/CHANGELOG.md` for the relevant version entry
- Run `git log` between the previous release tag and current tag/HEAD as a fallback
- Read sprint retrospectives in `production/sprints/` for context
- Read any balance change documents in `design/balance/`
- Read bug fix records from QA if available
**If no changelog data is available** (neither `production/releases/[version]/changelog.md`
nor a `docs/CHANGELOG.md` entry for this version exists, and git log is empty or unavailable):
> "No changelog data found for [version]. Run `/changelog [version]` first to generate the
> internal changelog, then re-run `/patch-notes [version]`."
Verdict: **BLOCKED** — stop here without generating notes.
---
## Phase 2b: Detect Tone Guide and Template
**Tone guide detection** — before drafting notes, check for writing style guidance:
1. Check `.claude/docs/technical-preferences.md` for any "tone", "voice", or "style"
fields or sections.
2. Check `docs/PATCH-NOTES-STYLE.md` if it exists.
3. Check `design/community/tone-guide.md` if it exists.
4. If any source contains tone/voice/style instructions, extract them and apply
them to the language and framing of the generated notes.
5. If no tone guidance is found anywhere, default to:
player-friendly, non-technical language; enthusiastic but not hyperbolic;
focus on what the player experiences, not what the developer changed.
**Template detection** — check whether a patch notes template exists:
1. Glob for `docs/patch-notes-template.md` and `.claude/docs/templates/patch-notes-template.md`.
2. If found at either location, read it and use it as the output structure for Phase 4
instead of the built-in style templates (Brief / Detailed / Full). Fill in the
template's sections with the categorized data, mapping each category to the
template section that means the same (New Content → its new-features section,
Bug Fixes → its fixes section); a category with no matching section goes under
the closest one, never dropped. Keep the template's header and footer text
as written. Say in the output which template was used — and, when `--style`
was passed, that the template replaced it.
3. If not found, use the built-in style templates as defined in Phase 4.
---
## Phase 3: Categorize and Translate
Categorize all changes into player-facing categories:
- **New Content**: new features, maps, characters, items, modes
- **Gameplay Changes**: balance adjustments, mechanic changes, progression changes
- **Quality of Life**: UI improvements, convenience features, accessibility
- **Bug Fixes**: grouped by system (combat, UI, networking, etc.)
- **Performance**: optimization improvements players might notice
- **Known Issues**: transparency about unresolved problems
Translate developer language to player language:
- "Refactored damage calculation pipeline" → "Improved hit detection accuracy"
- "Fixed null reference in inventory manager" → "Fixed a crash when opening inventory"
- "Reduced GC allocations in combat loop" → "Improved combat performance"
- Remove purely internal changes that don't affect players
- Preserve specific numbers for balance changes (damage: 50 → 45)
---
## Phase 4: Generate Patch Notes
### Brief Style
```markdown
# Patch [Version] — [Title]
**New**
- [Feature 1]
- [Feature 2]
**Changes**
- [Balance/mechanic change with before → after values]
**Fixes**
- [Bug fix 1]
- [Bug fix 2]
**Known Issues**
- [Issue 1]
```
### Detailed Style
```markdown
# Patch [Version] — [Title]
*[Date]*
## Highlights
[1-2 sentence summary of the most exciting changes]
## New Content
### [Feature Name]
[2-3 sentences describing the feature and why players should be excited]
## Gameplay Changes
### Balance
| Change | Before | After | Reason |
| ---- | ---- | ---- | ---- |
| [Item/ability] | [old value] | [new value] | [brief rationale] |
### Mechanics
- **[Change]**: [explanation of what changed and why]
## Quality of Life
- [Improvement with context]
## Bug Fixes
### Combat
- Fixed [description of what players experienced]
### UI
- Fixed [description]
### Networking
- Fixed [description]
## Performance
- [Improvement players will notice]
## Known Issues
- [Issue and workaround if available]
```
### Full Style
Includes everything from Detailed, plus:
```markdown
## Developer Commentary
### [Topic]
> [Developer insight into a major change — why it was made, what was considered,
> what the team learned. Written in first-person team voice.]
```
---
## Phase 5: Review Output
Check the generated notes for:
- No internal jargon (replace technical terms with player-friendly language)
- No references to internal systems, tickets, or sprint numbers
- Balance changes include before/after values
- Bug fixes describe the player experience, not the technical cause
- Tone matches the game's voice (adjust formality based on game style)
---
## Phase 6: Save Patch Notes
Present the completed patch notes to the user along with: a count of changes by category, and any internal changes that were excluded (for review).
Ask: "May I write these patch notes to `docs/patch-notes/[version].md`, and an
archive copy to `production/releases/[version]/patch-notes.md`?"
If yes, write both files, creating the directories if needed.
If no, write nothing.
---
## Phase 7: Next Steps
Verdict: **COMPLETE** — patch notes generated and saved. (If the write was
declined: Verdict: **COMPLETE** — patch notes generated and shown, not saved.)
- Run `/release-checklist` to verify all other release gates are met before publishing.
- Share the patch notes draft with the community-manager for tone review before posting publicly.
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