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steam-store-launch-opsSteam 商店启动操作

Agent Skill

steam-store-launch-ops 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,188

周安装

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388
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:steam-store-launch-ops(Steam 商店启动操作)
来源仓库:https://github.com/akillness/oh-my-skills
仓库路径:skills/steam-store-launch-ops
安装命令:
npx skills add https://github.com/akillness/oh-my-skills --skill steam-store-launch-ops
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/akillness/oh-my-skills --skill steam-store-launch-ops

简介

用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。
  • 通过 npx skills add 命令从指定仓库安装,需结合原始 README 核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 当前无详细功能描述,建议查看来源仓库获取完整说明。

SKILL.md

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

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.39%
按下载量换算137

Claude

32.51%
按下载量换算126

Cursor

19.18%
按下载量换算74

Gemini CLI

9.21%
按下载量换算36

安全审计

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通过

Snyk

可疑

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