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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
- 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).
- Install butler and log in. Download from
itchio.itch.io/butler, add it toPATH,
then butler login (opens a browser to authorize). Verify with butler version. For CI, use BUTLER_API_KEY instead — see the reference.
- 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).
- 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.
- 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.
- Version your builds (optional but recommended):
--userversion 1.2.0or
--userversion-file build.txt so you control the version string players and the update API see.
- 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 nothing4. 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-runPitfalls
- 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.
windowsandwin-finalare 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_KEYprinted 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 viabroth, 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.

