community-manager

community-manager is an agent for Claude Code from bullish0x/GameStudio. It costs 45 tokens per session (1,483 once invoked), scanned A, original, MIT.

A game-community communication role for writing and organizing messages intended for players. It covers patch notes, social posts, community updates, player feedback, player bug reports, and crisis communication.

In plain words
What is it for?
Use it to draft player-facing updates, explain releases or incidents, collect and triage player reports, and translate information between developers and the game community.
Why use it?
It helps development teams communicate clearly with players and sort player feedback and bug reports into useful information for the team.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md). Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to draft player-facing updates, explain releases or incidents, collect and triage player reports, and translate information between developers and the game community.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/bullish0x/gamestudio/community-manager
Install

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.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

Wrote 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.

agentmods badge for community-manager

README.md
[![agentmods](https://agentmods.dev/badge/agents/bullish0x/gamestudio/community-manager.svg)](https://agentmods.dev/agents/bullish0x/gamestudio/community-manager)
Your own site
<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>
Per session 45 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,483 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 7d ago against content hash e67ec26da118, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

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.

.agents/agents/community-manager.md · 146 lines

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:

  1. 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
  2. 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?"
  3. 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
  4. 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

Read the full file on GitHub · 146 lines

Changes

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.

  1. 7d ago First seen · 146 lines · 45 tokens per session scan A e67ec26da118

Subscribe to this mod's changes

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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