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它会碰到什么执行命令联网
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技能内容

itch.io Publish (butler)

Get a build onto an itch.io page and keep it updated. The page is created in the browser; all

uploads go through butler, itch.io's command-line tool, with one command you'll use

forever: butler push. butler diffs against the previous build and uploads only what

changed. Deep CI/CD and flag detail lives in references/butler-ci.md.

When to use

  • Use when creating/updating an itch.io project page, installing or logging in to butler,

uploading a build with butler push, choosing channel names, versioning uploads, or

shipping a jam/demo/release build to itch.io.

  • Triggers: butler push, butler login, channels, .itch.toml, "publish on itch",

"upload to itch".

**When not to use:** publishing on Steam (use steam-publish); jam scope/planning (use

game-jam — this skill is only the upload mechanics); building the game itself (engine

skills).

Core workflow

  1. Create the project page at itch.io/game/new. Set the Kind of project: keep

Downloadable for native builds, or choose HTML for a browser-playable game (this is

required for web builds — see Pitfalls). Set pricing/visibility (Draft until ready).

  1. Install butler and log in. Download from itchio.itch.io/butler, add it to PATH,

then butler login (opens a browser to authorize). Verify with butler version. For

CI, use BUTLER_API_KEY instead — see the reference.

  1. Prepare a portable build folder — the exact files a player runs, nothing extra. Push a

folder (or a single .zip of that folder), not an installer and **not a

pre-compressed archive of archives** (hurts patching; see Pitfalls).

  1. Push to a channel: butler push <dir> <user>/<game>:<channel>. The channel name

determines the platform tag (see Patterns). The first push uploads everything; later

pushes to the same channel upload only the diff.

  1. Set platform/HTML tags on the Edit game page if a channel wasn't auto-tagged

correctly, then Save. For browser games also flip the page to HTML and tag the

channel playable in browser.

  1. Version your builds (optional but recommended): --userversion 1.2.0 or

--userversion-file build.txt so you control the version string players and the update

API see.

  1. Update later by pushing to the same channel again. Use butler status <user>/<game>

to see channels/builds and butler push-preview to see what a push would change before

sending it.

Patterns

1. The one command you need — butler push

# butler push <directory-or-zip> <user>/<game>:<channel>
butler push ./build/windows leafy/my-game:windows
butler push ./build/mac     leafy/my-game:osx
butler push ./build/linux   leafy/my-game:linux
butler push ./web           leafy/my-game:html   # browser build (also set page Kind = HTML)

2. Channel naming controls the platform tag (kebab-case, lowercase)

Substring in channel name -> auto-applied tag:
  win / windows  -> Windows        linux -> Linux
  mac / osx      -> macOS          android -> Android
Multiple platforms in one channel are allowed: e.g. a Java jar:
  butler push ./jar leafy/my-game:win-linux-mac
Convention: lowercase words separated by dashes (windows-beta, osx-demo, soundtrack).
Tags are only the INITIAL guess — fix them anytime on the Edit game page (then Save).

3. Version, verify, and preview

butler version                              # print version; confirms install + PATH
butler login                                # authorize this machine (opens browser)

# Set an explicit version string instead of itch's auto-incrementing integer:
butler push ./build leafy/my-game:windows --userversion 1.2.0
butler push ./build leafy/my-game:windows --userversion-file build_number.txt

butler status leafy/my-game                 # list channels + latest builds/versions
butler push-preview ./build leafy/my-game:windows   # NEW/MODIFIED/DELETED/SAME, uploads nothing

4. First-time, hidden, and filtered pushes

# Hide a brand-new channel from the page until you're ready (NEW channels only):
butler push ./build leafy/my-game:windows-beta --hidden

# Exclude files from the upload without copying the folder (--ignore is repeatable):
butler push ./build leafy/my-game:windows --ignore '*.pdb' --ignore '*.dSYM'

# Preview exactly what would be sent, without sending it:
butler push ./build leafy/my-game:windows --dry-run

Pitfalls

  • Pushing an installer. itch.io patches portable builds; an installer (.exe/.msi)

defeats patching and the itch app's auto-update, and may need admin rights players don't

have. Push the extracted, runnable folder instead.

  • Pre-compressed builds. Pushing a heavily compressed archive (or an archive of archives)

makes patches huge — a tiny change rewrites the whole compressed blob. Push uncompressed

files; itch.io compresses on its side.

  • A folder containing only one .zip. butler auto-unzips it and pushes the contents

(to avoid a "zip in a zip"). Pass --no-auto-unzip only if you truly want the zip uploaded

as one opaque file.

  • HTML5 game shows as a download. Two switches are required: set the page Kind to

HTML and tag the channel playable in browser on the Edit game page after the first

push — neither happens automatically from the channel name.

  • --hidden on an existing channel errors. It only applies when the push creates a new

channel. Unhide later from Edit game.

  • Channel typos make duplicate slots. windows and win-final are different channels and

create separate downloads. Decide your channel names up front and reuse them.

  • 30 GB cap. itch.io rejects builds whose total uncompressed size exceeds 30 GB.
  • Secrets in CI logs. A BUTLER_API_KEY printed in a public log is compromised — revoke

it immediately on the API keys page. See the reference for safe CI usage.

References

  • For CI/CD (GitHub Actions/GitLab) with BUTLER_API_KEY, automated install via broth, the

full flag list, and the update-check API, read references/butler-ci.md.

  • Primary docs: the butler manual — itch.io/docs/butler (installing, login, pushing).

Related skills

  • steam-publish — the same game on Steam via SteamPipe (often shipped alongside itch.io).
  • game-jam — most jams are hosted on itch.io; this skill handles the upload step.
  • prototype-fast — share an early prototype on a Draft/restricted itch page for playtesting.

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本站把开放许可(MIT / Apache 等)的技能按仓库打包整理到网盘,点一下转存到你自己的网盘,不用一个个从 GitHub 拉。许可未声明的技能只给原始仓库链接,不打包。