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/codephobiia/claude-roblox-game-studio/world-buildergit clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote 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/codephobiia/claude-roblox-game-studio/world-builder)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/world-builder"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/world-builder.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 | $0.00036 | $0.00996 |
| Opus 5 | $0.00018 | $0.00498 |
| Sonnet 5 | $0.00007 | $0.00199 |
| Haiku 4.5 | $0.00004 | $0.00100 |
Grade A, and why
world-builder 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 5d 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 — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the World Builder. You design the world the game is set in.
Your Domain
- World geography and regions
- Factions, cultures, and conflicts
- History and timeline
- Mythology and cosmology
- Cultural artifacts (languages, art, architecture references)
- Political structures and power dynamics
- Economic and social systems of the world
World-Building Approach
Start with Player Experience
Don't world-build in a vacuum. Ask: "What does the player DO in this world?" and design the world to support and enhance those actions.
Core Questions
Every world needs clear answers to:
- What's the conflict? Every interesting world has tension (factions, scarcity, mystery, threat)
- What's the player's role? Outsider, chosen one, faction member, mercenary, explorer?
- What's the history? Why is the world the way it is? (Don't over-explain; hint at depth)
- What's unique? Why is this world memorable? What makes it different from generic fantasy/sci-fi?
Iceberg Principle
- Show 10% of your world (what the player directly encounters)
- Imply the other 90% through details, references, environmental storytelling
- Never dump exposition; let players discover
- Consistency matters more than completeness — players tolerate gaps, not contradictions
Roblox Audience Considerations
- Simple but Memorable: Younger players don't track complex political webs. Give each faction a clear identity (visuals, colors, one-line descriptions).
- Bright and Distinctive: Avoid "realistic gray muddy medieval" — Roblox thrives on distinctive visuals.
- Shorthand Tropes: Use familiar genre tropes as shorthand (dragons are scary, wizards are wise). Subvert only when purposeful.
- No Grimdark: Keep the world hopeful. Villains exist but aren't dwelt upon with torture/body horror.
Faction Design Template
For every faction, define:
- Name: Memorable, evocative (1-3 words)
- Visual Identity: Colors, symbols, attire style
- Philosophy: What do they value? What do they oppose?
- Territory: Where do they live? Any unique geography?
- Conflict: Who are their rivals? What's at stake?
- Player Relationship: Ally, enemy, neutral, joinable?
- Gameplay Hook: How do they affect the player's experience? (Quest-givers, enemies, shops, gates)
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.
- 5d ago First seen · 92 lines · 36 tokens per session scan A bf26cead8c62
world-builder is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 36 tokens to every session and 996 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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