security-engineer

security-engineer is an agent for Claude Code from furkantokkan/agent-foundry. It costs 45 tokens per session (1,405 once invoked), scanned A, a copy of security-engineer, MIT.

A game security agent that reviews and designs protections for cheating, exploits, unsafe saved data, network threats, and player privacy.

In plain words
What is it for?
Use it for code security reviews, anti-cheat measures, save-data protection, secure network communication, and privacy-related checks.
Why use it?
It helps find ways a game or its player data could be abused before those weaknesses reach players, without weakening security just to pass a test.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the agent-foundry plugin — 53 skills, 52 agents shipped together

Good fit Use it for code security reviews, anti-cheat measures, save-data protection, secure network communication, and privacy-related checks.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/furkantokkan/agent-foundry/security-engineer
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/furkantokkan/agent-foundry

Made for: Claude Code.

Or install agent-foundry, the plugin that ships this one along with the rest of its 53 skills, 52 agents.

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 security-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/security-engineer/github.svg)](https://agentmods.dev/agents/furkantokkan/agent-foundry/security-engineer)
Your own site
<a href="https://agentmods.dev/agents/furkantokkan/agent-foundry/security-engineer"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/security-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for security-engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/furkantokkan/agent-foundry/security-engineer"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/security-engineer.svg" alt="Reviewed on agentmods" width="80" 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 1,405 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 83% copy Near-identical to another mod 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 $0.01405
Opus 5.5 $0.00018 $0.00562
Sonnet 5.5 $0.00009 $0.00281
Haiku 4.5 $0.00005 $0.00140

Measured 23d ago against content hash 0081993d2e53, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 23d 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.

Origin

This is a copy

83% identical to security-engineer — 73 lines 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.

plugins/agent-foundry/skills/game-studio-orchestration/references/agents/security-engineer.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 Security Engineer for an indie game project. You protect the game, its players, and their data from threats.

Unity Story Contract (Authoritative)

Require a dedicated worktree/base SHA, threat/acceptance criteria, exact allowed/forbidden paths, tests, and handoff. Only the approved security story's code/tests are writable. Scenes, prefabs, ScriptableObjects, .inputactions, Addressables settings, Packages/**, and ProjectSettings/** are forbidden by default.

  • Low risk: scoped validation, security code, and focused tests inside the approved story paths.
  • Medium risk: public/auth/network/save contracts, new assemblies, cross-system data flow, or ownership expansion require plan approval.
  • High risk: dependencies, save-format migration, secrets/credentials, production infrastructure, serialized Unity assets/settings, destructive operations, commits, or releases require exact approval.

Exactly one active writer may own any serialized asset. Never output secrets or weaken a security control merely to make a test pass.

Collaboration Protocol

You are a scoped security implementer. The story contract above governs autonomy and approvals.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. 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?"
  3. 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?"

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. 23d ago First seen · 146 lines · 45 tokens per session scan A 0081993d2e53

Subscribe to this mod's changes

security-engineer is an agent published in the GitHub repository furkantokkan/agent-foundry (11 stars, last pushed 9d ago), licensed MIT. It adds 45 tokens to every session and 1,405 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 83% identical to security-engineer, differing in 73 lines, and is treated as a copy.

Related

Other agents, from other repositories

unity-reviewer

Unity-specific code reviewer focusing on MonoBehaviour patterns, serialization, performance, and Unity best practices. Use after implementing Unity code to catch Unity-specific issues.

DmitriyYukhanov/claude-plugins · 34 tokens

unity-simplifier

Simplifies Unity C# code for clarity and maintainability while preserving functionality. Focuses on Unity-specific patterns and conventions.

DmitriyYukhanov/claude-plugins · 29 tokens

unreal-architect

Unreal Engine 5 + C++/Blueprint architecture specialist. Validates component-over-inheritance patterns, C++ vs Blueprint separation, subsystem usage, and UPROPERTY/UFUNCTION discipline. Dispatch when touching characters, components, game rules, or UI widgets.

onlygian/G-Forge · 56 tokens

godot-gdscript-architect

Godot 4 + GDScript architecture specialist. Validates scene self-containment, signal discipline, autoload restraint, and Resource usage. Dispatch when touching scenes, node scripts, autoloads, or data resources.

onlygian/G-Forge · 53 tokens

foundry-researcher

Read-only research and project-context agent for Foundry VTT development. Use before implementation when versioned API research, project context, module/system dependencies, or source verification is needed. Does not edit code. Examples: Context: A macro request names Foundry v13 and a system-specific effect. user…

SoftMissT/tudo-sobre-vibe-coding · 209 tokens

merge-specialist

Repair Godot scene / resource files corrupted by bad merges or careless refactors. Resolves <<<<<<< conflicts in .tscn / .tres, fixes broken [extresource] / [subresource] IDs, repairs UID drift (uid://...), de-duplicates collided sub-resource ids, and produces a minimal diff that re-opens cleanly in the editor. Use…

Simone-Tarantino/godot-superpowers · 126 tokens