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The default path works end to end, Unity and Unreal get the same care as Godot, and the checks tell you what they found. A fix release for bugs in 1.1.1, each reproduced before it was fixed.

Highlights

  • The minimal path works start to finish. /help, /story-done, /sprint-status and the status line follow it. Skills that expect a concept doc read design/game-brief.md instead, and there are no more dead ends into sprints.
  • Engine commands that actually run. Godot tests run, Unity tests compile, and Unreal tests compile and are found. /smoke-check runs your tests first.
  • Unity and Unreal get what Godot gets. Rules, hooks, checklists and agents know Assets/, Source/ and Content/, and check their own engine reference.
  • Warnings you can see. Hook warnings now reach you. The commit and push checks find git however it's written, ignore here-doc text, and run in PowerShell too. The push warning names the branches it protects: main, master and release/*.
  • Gates you can pass, and verdicts that don't overclaim. /gate-check passes a project that is ready. Every verdict has a word for "could not check" (NOT ASSESSED). A release waits for the release gate, which now checks security and localisation. QA works at every qa.level.
  • Skills ask before they write, including team skills before their agents write code.
  • One evidence rule, one bug severity scale. Stories, ADRs and sprints agree, and a Proposed ADR blocks a story again.
  • Agents. Directors answer each gate in its own words. devops-engineer follows trunk-based development. Director memory stays in your project.
  • Skills read the whole argument. /scope-check inventory crafting system no longer checks just inventory.
  • Agent test specs run and match their agents (#131), and agent models are documented as they actually run (#67).
  • Two small additions ride along: the brief's Reference game line, and /start spotting a clone still wired to this repo. devops-engineer and community-manager now run on Sonnet instead of Haiku, so they cost a little more per call.

Upgrading from 1.1.1

Nearly every skill, hook and agent changed. No setting changes meaning and nothing is migrated automatically. If you ran /setup-engine on 1.1.0 or 1.1.1, your project.yaml still holds the old test and build commands. UPGRADING.md → v1.1.1 → v1.1.2 (github.com) lists what to overwrite, what to merge by hand (settings.json, rules, .gitignore) and the exact command changes. Python 3 and Bash are now listed as requirements.

Tested on

  • Platforms: Windows, Linux (bash 5 and 3.2) and macOS, on Claude Code 2.1.281–2.1.284.
  • Engines: every Windows engine command was run on Godot 4.6.1 (gdUnit4 6.1.3), Unity 6000.3.23f1 and Unreal Engine 5.7 before it was written down.
  • Checked against documentation only, not run: the Unreal Linux and macOS commands, the Unity CI template, and the Unity assembly-definition guidance.

Full changelog: https://github.com/Donchitos/Claude-Code-Game-Studios/compare/v1.1.1...v1.1.2

Source: README.md, updated 2026-09-29