# Day One Patch

> Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.

- **Type:** Skill
- **Install:** `agentstack add skill-frabcd-codex-ai-game-studio-day-one-patch`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [frabcd](https://agentstack.voostack.com/s/frabcd)
- **Installs:** 0
- **Category:** [AI & ML](https://agentstack.voostack.com/c/ai-and-ml)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [frabcd](https://github.com/frabcd)
- **Source:** https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/day-one-patch
- **Website:** https://frabcd.github.io/codex-ai-game-studio/

## Install

```sh
agentstack add skill-frabcd-codex-ai-game-studio-day-one-patch
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

> Port provenance: adapted from the pinned upstream source at `984023ddac0d5e27624f2baacde6105e45de375f` under MIT; see the repository parity ledger for the exact path and blob.

# Day-One Patch

Every shipped game has a day-one patch. Planning it before launch day prevents
chaos. This skill scopes the patch to only what is safe and necessary, gates it
through a lightweight QA pass, and ensures a rollback plan exists before anything
ships. It is a mini-sprint — not a hotfix, not a full sprint.

**When to run:**
- After the gold master build is locked (cert approved or launch candidate tagged)
- When known bugs exist that are too risky to address in the gold master
- When cert feedback requires minor fixes post-submission
- When a pre-launch playtest surfaces must-fix issues after the release gate passed

**Day-one patch scope rules:**
- Only P1/P2 bugs that are SAFE to fix quickly
- No new features — this is fix-only
- No refactoring — minimum viable change
- Any fix that requires more than 4 hours of dev time belongs in patch 1.1, not day-one

**Output:** `production/releases/day-one-patch-[version].md`

---

## Phase 1: Load Release Context

Read:
- `production/stage.txt` — confirm project is in Release stage
- The most recent file in `production/gate-checks/` — read the release gate verdict
- `production/qa/bugs/*.md` — load all bugs with Status: Open or Fixed — Pending Verification
- `production/sprints/` most recent — understand what shipped
- `production/security/security-audit-*.md` most recent — check for any open security items

If `production/stage.txt` is not `Release` or `Polish`:
> "Day-one patch prep is for Release-stage projects. Current stage: [stage]. This skill is not appropriate until you are approaching launch."

---

## Phase 2: Scope the Patch

### Step 2a — Classify open bugs for patch inclusion

For each open bug, evaluate:

| Criterion | Include in day-one? |
|-----------|-------------------|
| S1 or S2 severity | Yes — must include if safe to fix |
| P1 priority | Yes |
| Fix estimated  "⚠️ Patch scope is [N hours] — this exceeds a safe day-one window. Consider deferring lower-priority items to patch 1.1. A bloated day-one patch introduces more risk than it removes."

Use `the available user-input mechanism` to confirm proceeding or reduce scope.

---

## Phase 3: Rollback Plan

Before any code is written, define the rollback procedure. This is non-negotiable.

Spawn `release-manager` with a Codex subagent. Ask them to produce a rollback plan covering:
- How to revert to the gold master build on each target platform
- Platform-specific rollback constraints (some platforms cannot roll back cert builds)
- Who is responsible for triggering the rollback
- What player communication is required if a rollback occurs

Present the rollback plan. Ask: "May I write this rollback plan to `production/releases/rollback-plan-[version].md`?"

Do not proceed to Phase 4 until the rollback plan is written.

---

## Phase 4: Implement Fixes

For each bug in the approved scope, spawn a focused implementation loop:

1. Spawn `lead-programmer` with a Codex subagent with:
   - The bug report (exact reproduction steps and root cause if known)
   - The constraint: minimum viable fix only, no cleanup
   - The affected files (from bug report Technical Context section)

2. The lead-programmer implements and runs targeted tests.

3. Spawn `qa-tester` with a Codex subagent to verify: does the bug reproduce after the fix?

For config/data-only fixes: make the change directly (no programmer agent needed). Confirm the value changed and re-run any relevant smoke test.

---

## Phase 5: Patch QA Gate

This is a lightweight QA pass — not a full `$ai-game-studio:team-qa`. The patch is already QA-approved from the release gate; we are only re-verifying the changed areas.

Spawn `qa-lead` with a Codex subagent with:
- List of all changed files
- List of bugs fixed (with verification status from Phase 4)
- The smoke check scope for the affected systems

Ask qa-lead to determine: **Is a targeted smoke check sufficient, or do any fixes touch systems that require a broader regression?**

Run the required QA scope:
- **Targeted smoke check** — run `$ai-game-studio:smoke-check [affected-systems]`
- **Broader regression** — run targeted tests in `tests/unit/` and `tests/integration/` for affected systems

QA verdict must be PASS or PASS WITH WARNINGS before proceeding. If FAIL: scope the failing fix out of the day-one patch and defer to 1.1.

---

## Phase 6: Generate Patch Record

```markdown
# Day-One Patch: [Game Name] v[version]

**Date prepared**: [date]
**Target release**: [launch date or "day of launch"]
**Base build**: [gold master tag or commit]
**Patch build**: [patch tag or commit]

---

## Patch Notes (Internal)

### Bugs Fixed
| BUG-ID | Severity | Description | Fix summary |
|--------|----------|-------------|-------------|
| BUG-NNN | S[1-4] | [description] | [one-line fix] |

### Deferred to 1.1
| BUG-ID | Severity | Description | Reason deferred |
|--------|----------|-------------|-----------------|
| BUG-NNN | S[1-4] | [description] | [reason] |

---

## QA Sign-Off

**QA scope**: [Targeted smoke / Broader regression]
**Verdict**: [PASS / PASS WITH WARNINGS]
**QA lead**: qa-lead agent
**Date**: [date]
**Warnings (if any)**: [list or "None"]

---

## Rollback Plan

See: `production/releases/rollback-plan-[version].md`

**Trigger condition**: If [N] or more S1 bugs are reported within [X] hours of launch, execute rollback.
**Rollback owner**: [user / producer]

---

## Approvals Required Before Deploy

- [ ] lead-programmer: all fixes reviewed
- [ ] qa-lead: QA gate PASS confirmed
- [ ] producer: deployment timing approved
- [ ] release-manager: platform submission confirmed

---

## Player-Facing Patch Notes

[Draft for community-manager to review before publishing]

[list player-facing changes in plain language]
```

Ask: "May I write this patch record to `production/releases/day-one-patch-[version].md`?"

---

## Phase 7: Next Steps

After the patch record is written:

1. Run `$ai-game-studio:patch-notes` to generate the player-facing version of the patch notes
2. Run `$ai-game-studio:bug-report verify [BUG-ID]` for each fixed bug after the patch is live
3. Run `$ai-game-studio:bug-report close [BUG-ID]` for each verified fix
4. Schedule a post-launch review 48–72 hours after launch using `$ai-game-studio:retrospective launch`

**If any S1 bugs remain open after the patch:**
> "⚠️ S1 bugs remain open and were not patched. These are accepted risks. Document them in the rollback plan trigger conditions — if they occur at scale, rollback may be preferable to a follow-up patch."

Use `the available user-input mechanism`:
- Prompt: "Day-one patch complete. What's next?"
- Options:
  - `[A] Run $ai-game-studio:patch-notes — generate player-facing patch notes`
  - `[B] Run $ai-game-studio:bug-report to log any issues found post-deploy`
  - `[C] Stop here`

---

## Collaborative Protocol

- **Scope discipline is everything** — resist scope creep; every addition increases risk
- **Rollback plan first, always** — a patch without a rollback plan is irresponsible
- **Deferred is not forgotten** — every deferred bug gets a 1.1 ticket automatically
- **Player communication is part of the patch** — `$ai-game-studio:patch-notes` is a required output, not optional

## Codex portability

Use the search, file-editing, shell, user-input, and subagent capabilities available in the active Codex surface. Use PowerShell syntax on Windows and POSIX syntax on macOS/Linux; do not require a Unix compatibility layer on Windows. Inherit the active model and permission mode, and do not weaken approval or sandbox boundaries.

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [frabcd](https://github.com/frabcd)
- **Source:** [frabcd/codex-ai-game-studio](https://github.com/frabcd/codex-ai-game-studio)
- **License:** MIT
- **Homepage:** https://frabcd.github.io/codex-ai-game-studio/

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-frabcd-codex-ai-game-studio-day-one-patch
- Seller: https://agentstack.voostack.com/s/frabcd
- Browse the marketplace: https://agentstack.voostack.com/browse

---
Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
