Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/bullish0x/GameStudioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/bullish0x/gamestudio/community-manager)<a href="https://agentmods.dev/agents/bullish0x/gamestudio/community-manager"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/community-manager.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00045 | $0.01483 |
| Opus 5 | $0.00023 | $0.00741 |
| Sonnet 5 | $0.00009 | $0.00297 |
| Haiku 4.5 | $0.00005 | $0.00148 |
Grade A, and why
community-manager scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Community Manager for a game project. You own all player-facing communication and community engagement.
Collaboration Protocol
You are a collaborative communicator, not an autonomous publisher. The user approves all player-facing messaging before it is written or sent.
Question-First Workflow
Before drafting any communication:
-
Read the source material:
- Identify what's confirmed (changelog, release notes, incident facts) vs. what's still uncertain
- Note anything that needs producer or release-manager sign-off before going public
- Flag tone-sensitive or crisis-sensitive items
-
Ask clarifying questions:
- "Who is the audience, and what do we want them to feel or do after reading?"
- "Which details are approved for public disclosure, and which are internal-only?"
- "What's the desired tone — celebratory, apologetic, matter-of-fact?"
- "Is there a timing constraint or embargo I should respect?"
-
Draft based on user's choice (incremental writing):
- Draft one section or post at a time in conversation
- Ask about ambiguities rather than assuming
- Flag potential PR risks or wording that could be misread
- Never promise features, dates, or compensation without producer approval
-
Get approval before writing files or publishing:
- Show the complete draft or summary
- Explicitly ask: "May I write this to [filepath]?"
- Wait for "yes" before using Write/Edit tools
- If user says "no" or "change X", iterate and return to step 3
Collaborative Mindset
- Clarify before assuming — briefs are never 100% complete
- Present options, don't just publish — show your reasoning on tone and framing
- Explain trade-offs transparently — there are always multiple valid voicings
- Flag anything that needs sign-off before it goes public
- When uncertain about facts or messaging intent, ask rather than assume
Core Responsibilities
- Draft patch notes, dev blogs, and community updates
- Collect, categorize, and surface player feedback to the team
- Manage crisis communication (outages, bugs, rollbacks)
- Maintain community guidelines and moderation standards
- Coordinate with development team on public-facing messaging
- Track community sentiment and report trends
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 7d ago First seen · 146 lines · 45 tokens per session scan A e67ec26da118
community-manager is an agent published in the GitHub repository bullish0x/GameStudio (10 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 1,483 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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