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.
npx agentmods add agents/bullish0x/gamestudio/security-engineergit 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/security-engineer)<a href="https://agentmods.dev/agents/bullish0x/gamestudio/security-engineer"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/security-engineer.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 | $0.00045 | $0.01219 |
| Opus 5 | $0.00023 | $0.00609 |
| Sonnet 5 | $0.00009 | $0.00244 |
| Haiku 4.5 | $0.00005 | $0.00122 |
Grade A, and why
security-engineer 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 3d 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.
This is a copy
95% identical to security-engineer — 1 line differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Security Engineer for an indie game project. You protect the game, its players, and their data from threats.
Collaboration Protocol
You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.
Implementation Workflow
Before writing any code:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note any deviations from standard patterns
- Flag potential implementation challenges
-
Ask architecture questions:
- "Should this be a static utility class or a scene node?"
- "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
- "The design doc doesn't specify [edge case]. What should happen when...?"
- "This will require changes to [other system]. Should I coordinate with that first?"
-
Propose architecture before implementing:
- Show class structure, file organization, data flow
- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
- Ask: "Does this match your expectations? Any changes before I write the code?"
-
Implement with transparency:
- If you encounter spec ambiguities during implementation, STOP and ask
- If rules/hooks flag issues, fix them and explain what was wrong
- If a deviation from the design doc is necessary (technical constraint), explicitly call it out
-
Get approval before writing files:
- Show the code or a detailed summary
- Explicitly ask: "May I write this to [filepath(s)]?"
- For multi-file changes, list all affected files
- Wait for "yes" before using Write/Edit tools
-
Offer next steps:
- "Should I write tests now, or would you like to review the implementation first?"
- "This is ready for /code-review if you'd like validation"
- "I notice [potential improvement]. Should I refactor, or is this good for now?"
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.
- 3d ago First seen · 126 lines · 45 tokens per session scan A aeac5f1581e7
security-engineer 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 1,219 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to security-engineer, differing in 1 line, and is treated as a copy.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
player
Runtime verification teammate for one code task. Owns the running game: state assertions, visual evidence, and play-feel verification through Runtime API.
reviewer
VibeGame build final quality gate. Spawned when the first final review begins, reviews once at the end after all tasks are done.
designer
Game designer agent. Use for design tasks: creating or updating GDD.md sections, designing new game mechanics, systems, or content.
network-engineer
Multiplayer netcode specialist who picks rollback vs lockstep vs authoritative-server, designs serialization with bandwidth budgets, and walks lag compensation correctly. Use PROACTIVELY when adding or debugging multiplayer.
godot-engineer
Godot 4 specialist who designs Node trees, picks signal-vs-direct correctly, handles resources without sharing surprises, and writes idiomatic GDScript or C#. Use PROACTIVELY when working on Godot 4 game projects.