release-readiness is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Before releasing a Summer game version, prove players can play it: server, online join, progress, files.
When your agent uses it
- Before uploading, promoting or releasing a new version to players: is it ready to release
- Every online join fails with world_start_timeout, or the hosted server’s log is empty, while Local Play works
- Summer.initialize fails with game_identity_mismatch: the initialized Game ID does not match hosted runtime context
- Checking that a hosted game’s server.pck starts the authority scene and not the title screen
- Players get a blank or black screen when they open the released game, but it runs in the editor: client scripts fail with Parse Error or Failed to load script
- Text shows as boxes on iPhone but looks fine on desktop: a font or other file read with FileAccess is missing from the pack, or SystemFont is used
- The Summer Games phone app says the game could not start, but it works on desktop: the game’s Summer version line differs from the app’s
- The game closes about a minute into play with Play paused or That link can’t be opened, and the player is signed out
- A game release failed for players and the check that would have caught it needs adding
Install
summer setup installs every skill for your agent. To add only this one:
claude-code for your agent, such as codex or cursor. See Skills for every option.
The skill
Summer checks every upload: platforms, packs, and the files they name. Those checks prove the export is well formed. They can’t prove that a player who presses Play online gets into a game. Each check below exists because a real release passed every upload check and still failed for its players. The creator docs have the same checklist, with the same numbers: https://docs.summerengine.com/publishing/release-readiness (fetch it as.md).
When to run it
- Before you upload a new Build of a game that will go to players.
- Before you promote or release a version.
- After a release fails for players, to find the cause, and then to add the check that would have caught it (see the last section).
How to report
Run every check that applies. Each check needs evidence: a command’s output or something you saw in the running game. Reading the project and deciding it looks right is not evidence. Report one line per check:- pass, with the evidence;
- fail, with what you saw;
- not applicable, with the reason (for example, no server);
- not run, with what is still needed (for example, “needs a real online join after publishing”).
Test the file you upload
Run the checks on the summer.games.zip, not on something close to it.
Export the bundle (in the editor: Project > Export, preset
summer.games, Export Project; from an agent: summer_export_game; or
from a terminal), then take the server pack and the packaged build file out
of it:
server.pck or config/; unzip then
warns about the missing names and extracts the rest.
<summer> is the Summer Engine executable. Two look-alikes hide real
failures:
- A server pack exported on its own with your server preset
(
--export-pack) is not the bundle’sserver.pck. For example, it keepsgameId, which the bundle leaves out, so it can pass check 6 while the uploaded.zipfails it. - Local Play always starts the authority scene by name, so it can’t catch check 1. It also runs without a hosted identity, so it can’t catch check 6.
The checks
Checks 1 and 2 apply to every game with a server (summer.build.json names
a server.exportPreset). Checks 3 and 4 apply to every game with online
play. Checks 5 to 8 and 10 apply to every game. Check 9 applies to every
bundle for iPhone or Android.
1. The server pack starts the authority scene
Why. Summer starts a hosted World’sserver.pck with no scene argument,
so the pack’s own main scene decides what runs. The server preset must carry
the custom feature summer_authority, and project.godot must set that
feature’s main scene:
run/main_scene.summer_authority never applies and
the server starts the players’ main scene, usually the title screen. That
scene never restores the World or tells Summer it is ready, so every
online join fails with world_start_timeout. The bundle manifest still
names the authority scene as the server’s main scene, so reading the
manifest proves nothing.
Check it. Start the bundle’s server.pck the way Summer does, with no
scene argument, and stop it after a few seconds:
Completed load for: 'res://….tscn' line. It must be the
authority scene: the entry_point of the headless_engine component in
world.json. Later lines may complain that there is no hosted World; that
is expected in a local run. Then confirm the source too: the server preset in
export_presets.cfg has summer_authority in custom_features, and
project.godot sets run/main_scene.summer_authority.
Fix. Add summer_authority to the server preset’s Features > Custom,
set application/run/main_scene.summer_authority to the authority scene,
export again and rerun the check. If your Summer version’s export refuses a
server pack that starts the wrong scene, that refusal is this check failing;
run the check anyway, because older versions don’t refuse it.
2. Join online with the version you release
Why. Check 1 runs on your computer. Players use a hosted server, and some failures, such as check 6, only show up there. Check it. Right after you publish or promote the version, open the game in a Summer Games app as a player, join online and play until you are in the game. Do it before you tell players about the update. An agent can’t do this step; report it as not run and ask the user to do it, then record what they saw. If the join fails, see Troubleshooting.3. Players can find online play
Why. If nobody, including you, reaches online play, nobody notices when it breaks. A game hid online play behind a grown-ups setting, so its hosted join was never tried before release, and it failed for every player who found it. Check it. Start the client as a new player and follow the default path to online play. List every gate on that path: settings, parental or age gates, debug toggles. A new player should reach online play without changing a setting. If online play is off by default on purpose, the user must confirm that decision, and then check 2 must run before every release.4. The server saves online progress
Why. Progress kept only in the player’s local files is lost on reinstall or a new device, and players can edit it. Check it. In code, the authority loads each player’s progress when they join (Summer.authority.player_data.load(session)) and saves it with
commit_public or commit_secret (summer-player-data). Then play online,
earn something, leave, and join again from a fresh install or another
device. The progress must still be there. Local Play stores player data on
disk; only hosted play proves it lasts.
5. Players can get back to the title
Why. A player with no way out of a session has to kill the app. Check it. Play into a session, online and offline, and find the way back: a pause menu or a Leave button. Use it, then start a new session from the title. In online play, leaving should callSummer.client.leave() before the title loads.
6. The game doesn’t hard-code its Game ID
Why. The summer.games export is portable: the bundle’ssummer.build.json has no gameId. Summer takes the game’s identity from
wherever it runs: the Summer Games app, the hosted server or Local Play.
Any other ID fails on the hosted server with game_identity_mismatch, “The
initialized Game ID does not match hosted runtime context.” The authority
then stops before it restores the World or reports ready, and every online
join ends in world_start_timeout, even though check 1 passes. The Summer
Games app refuses a mismatched ID the same way.
Check it.
- Find every call:
grep -rn "Summer.initialize" --include=*.gd . - For each, trace the argument back to where it comes from. It must be
nothing (
Summer.initialize()) or an ID the game got from Summer. It must never be a literal, a placeholder, or a fallback such as"game.my-game"used whengameIdis missing. cat build/bundle/config/summer.build.json: it has nogameId, so anything the game reads from this file at run time comes back empty.
Summer.initialize() with no ID (Summer 0.7.1 and later), on
the client and on the authority.
7. Export with a released Summer, and its scripts compile on the players’ runtime
Why. The export records which Summer made it, in the client pack’s.summer/export.json and under export in the bundle’s
summer-bundle.json: summerVersion and engineSha. Players’ apps run the
game on a released Summer runtime with the same MAJOR.MINOR and a patch at
least the stamped one. A development build of Summer
can stamp a version that is already released while it has APIs that release
lacks. Scripts that use them then fail to compile on every player’s device,
and the game opens to an empty or black window. Summer doesn’t compile
scripts when you upload, so every upload check passes.
Check it.
- Read the stamp:
cat build/bundle/summer-bundle.json. The export log shows it too:Exported by Summer <version> (engine <sha>). summerVersionmust be a released Summer version, andengineShamust equal that release’sengineShaindownloads.summer.games/engine-templates/<summerVersion>/manifest.json(published for Summer 0.7.1 and later). If it differs, or that address has nothing for the version, a development build made the export.- Run the client pack on that released Summer, and fail on any compile error. The run exits normally even when a script fails, so the grep is the check:
<released-summer> is the Summer executable of the stamped version from
the download page, not the development build that made the export. The
grep must print nothing. The run compiles the scripts that the main
scene and autoloads load; a script that loads only later in play compiles
when play reaches it, so check 2 still matters for online games.
Fix. Ask the user to install the current Summer release from
https://summerengine.com/download (or, with their OK, run
summer install --yes). Export again with it, and rerun this check on the
new .zip before you upload it.
8. Every file the game reads at run time is in the pack
Why. The export packs scenes, scripts and imported assets. A file the game opens itself by path (FileAccess, DirAccess, load_from_file,
FontFile.load_dynamic_font, ConfigFile.load) that has no .import
beside it, such as a .bin, .json or .txt, is a non-resource file. It
goes into the pack only when the preset’s include_filter (Resources >
Filters to export non-resource files/folders) matches it and
exclude_filter doesn’t. Each preset has its own filters: the summer.games
preset doesn’t inherit one set on another preset. A file left out is not an
export error; on players’ devices FileAccess just returns nothing and the
game’s fallback runs. Fonts show it first: in the Summer Games app on iPhone
a SystemFont has no system fonts to use, so every glyph draws as a box,
while the editor, Local Play and desktop find a system font and look right.
A real release shipped this way: its font file was missing from the
uploaded pack, and every letter on iPhone was a box.
Check it.
- Find every read by path:
grep -rn -E 'FileAccess\.|DirAccess\.|load_from_file|load_dynamic_font|ConfigFile' --include=*.gd .Note eachres://file or folder they read; skipuser://(saves). A file is raw when no<file>.importsits beside it. - Check the filters:
grep -n -E '^name=|^include_filter=|^exclude_filter=' export_presets.cfg. The summer.games preset’sinclude_filtermust match each raw file the client reads, and itsexclude_filtermust not. Do the same on the server preset for files the authority reads. - List the pack. Save this script outside the project, for example as
~/list_pack.gd:
server.pck the same way for files
the authority reads.
4. grep -rn SystemFont --include=*.gd --include=*.tscn --include=*.tres .
must find nothing on a path phone players reach, fallbacks included.
5. After publishing, open the game on an iPhone in the Summer Games app and
look at the title and one menu: letters, not boxes. An agent can’t do
this step; report it as not run and ask the user.
Fix. Add each missing file to the summer.games preset’s non-resource
filter (for example fonts/*.bin), or import it as a resource instead.
Ship the font in the project (an imported .ttf/.otf, or raw bytes that
step 3 proves are packed) and fall back to ThemeDB.fallback_font, Summer’s
built-in font, never to SystemFont. Export again and rerun steps 3 and 5.
9. Export with the Summer version line the Summer Games apps run
Why. The Summer Games apps for iPhone and Android carry Summer inside the app and download none. An app starts a game only when the export’ssummerVersion has the app’s MAJOR.MINOR (for example 0.7) and a patch no
newer than the app’s. A 0.6.x export doesn’t start in an app that carries
0.7: the player sees The game could not start. The desktop app fetches
the right Summer for each game, so the game can run on Mac and Windows and
still fail on every phone. The upload checks don’t catch it.
Check it.
- Read the stamp and platforms:
python3 -c 'import json; b=json.load(open("build/bundle/summer-bundle.json")); print(b["export"]["summerVersion"], b["client"]["targetPlatforms"])' - If
targetPlatformslistsiosorandroid, the first two numbers ofsummerVersionmust match the current Summer release, shown on https://summerengine.com/download and in Help > About after updating. - After publishing, open the game on a phone in the Summer Games app, as in check 2. “The game could not start” there, while desktop works, is this check failing.
summer install --yes). Export again, upload it as a new
version and promote it. Do this again after every Summer minor update
(0.6 to 0.7), because the apps move to the new line.
10. A signed-in player keeps playing for three minutes
Why. While the game runs, it calls Summer services for the signed-in player: analytics, player data, the store. A short test can end before the first of those calls. A real release closed for every player about a minute in, with “That link can’t be opened”, and left them signed out: a Summer service refused the player’s sign-in, and the app ended play. The fault was Summer’s, not the game’s, and no check on the game’s files could see it. Check it. After publishing, sign in to a Summer Games app on a phone, open the released version and play it for at least 3 minutes, through at least one analytics event. The game must not close, and the player must still be signed in afterwards. Do it in each Summer Games app the game targets. An agent can’t do this step; report it as not run and ask the user, then record what they saw. Fix. Nothing in the game. Ask the user to report it to Summer with the game’s name, the app and the time it happened.Troubleshooting
Every online join fails with world_start_timeout, but Local Play works
Most likely, in this order:
- The server pack starts the wrong scene. Run check 1.
- The game passes a fixed Game ID. Run check 6.
.zip, upload it, promote it and run check 2.
The game opens to a blank window for every player
The game works in your editor, but every player sees an empty or black window. Running the client pack as in check 7 printsParse Error: Static function "…" not found and
Failed to load script "res://…". A development build of Summer made the
export, and the scripts use something the released version doesn’t have.
Re-export with the current Summer release, upload the new version and
promote it.
Text shows as boxes on iPhone
Every letter draws as an empty box in the Summer Games app on iPhone, while the game looks right on desktop. The game most likely reads a font file that isn’t in the pack and falls back toSystemFont. Run check 8.
”The game could not start” on iPhone or Android
The game works on desktop, but the phone app says “The game could not start”. The.zip most likely comes from a Summer version line the app
doesn’t carry. Run check 9, then export again with the current Summer
release, upload and promote.
The game closes after about a minute and the player is signed out
The Summer Games app closes the game 20 to 60 seconds into play with “Play paused” or “That link can’t be opened”, and the player finds they are signed out. A Summer service refused the player’s sign-in while the game played. This is Summer’s fault, not the game’s: see check 10, and ask the user to report it with the time it happened.The game server’s log is empty
An empty server log is not proof that the server hung or never started. A release server holds back what the game prints until it exits when it isn’t attached to a terminal, so its log can look empty while the title scene runs. Don’t debug from the empty log; run check 1 on your own computer to see which scene starts.Add a check after every incident
The list grows from real failures. When a release fails in a way no check here would have caught:- Fix the game, and record the cause in the project’s
.summer/memory/. - Write the check that would have caught it: Why, Check it (a
command to run or something to observe, against the real summer.games
.zip), and Fix. - Propose it for this skill and for the docs page
(
/publishing/release-readiness), with the same number in both, through a pull request to summerengine/summer and to the docs. Until it lands, keep it in the project’s memory so the next release runs it.
Checklist
- Ran the checks on the summer.games
.zipyou upload, not a separately exported pack. - 1. The bundle’s
server.pck, run with no scene, loads the authority scene first. - 2. A real online join with the released version reaches the game (or is reported as not run).
- 3. A new player reaches online play without changing a setting, or the user confirmed it is off on purpose.
- 4. Online progress is loaded and committed through authority player data, and survives a fresh install.
- 5. Players can get back to the title from inside a session, online and offline.
- 6. Every
Summer.initializepasses no ID, or an ID the game got from Summer. - 7. The export stamp names a released Summer and its
engineSha, andclient.pckrun on that released Summer prints noSCRIPT ERROR,Parse ErrororFailed to load script. - 8. Every file the game reads by path has a
PACK res://…line in the listing ofclient.pck(orserver.pck), no phone text usesSystemFont, and text shows as letters on an iPhone (or is reported as not run). - 9. For an iPhone or Android bundle,
summerVersionhas the current Summer release’s MAJOR.MINOR. - 10. A signed-in player played the released version for 3 minutes in each Summer Games app, through an analytics event, without the game closing or being signed out (or it is reported as not run).
- One line per check reported to the user before anything is changed.
From a shell
No Summer MCP tools in this session? Run each one as a command; whensummer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
Related skills
multiplayer: Start here for Summer multiplayer: how authority, clients, Worlds and Sessions fit, and what comes next.multiplayer-publish: Ship a hosted Summer multiplayer game: the bundle, server preset, pre-upload checks, a new Build.multiplayer-testing: Test a Summer multiplayer game with Local Play: several players, bad network, bots, a passing run.multiplayer-project: Set up a Summer multiplayer project: entry scenes, World and queue files, joining, a first Local Play.summer-player-data: Save a player’s progress so it follows them to every match: authority load and commit, autosave, safe retries.publish-your-game: Publish a game on Summer Games through MCP: store page, art, build upload, submit, owner approval link.export-and-ship: Prepare a game export: check templates and targets, validate release assets, build after approval.make-game: Orchestrate ‘make me a game’: brainstorm, plan, scaffold, mechanics, art, audio, polish, verify, ship.bounded-engine-runs: Run Summer headless or offscreen safely: time limits, one engine per project, import passes, crash checks.
Source:
library/skills/release-readiness/SKILL.md, rendered from summer-engine@4.3.0 on npm.
