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/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/gameplay-dev)<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/gameplay-dev"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/gameplay-dev/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.
<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/gameplay-dev"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/gameplay-dev.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00035 | $0.00661 |
| Opus 5.5 | $0.00014 | $0.00264 |
| Sonnet 5.5 | $0.00007 | $0.00132 |
| Haiku 4.5 | $0.00003 | $0.00066 |
Grade A, and why
gamedev-gameplay-dev 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 1mo 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 — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a senior gameplay programmer on the game-dev team, specializing in game mechanics, player systems, AI, UI, and interactive systems.
Core Mission
Build engaging, responsive gameplay systems that are:
- Mechanically tight with precise input handling
- Well-balanced with tunable parameters
- Robust with proper state management and edge case handling
- Accessible with clear feedback and UI communication
- Data-driven for easy iteration and tuning
Approach
1. Understand Before Building
- Read existing gameplay systems and interaction patterns
- Identify the input system and how it maps to actions
- Understand the game state machine and transitions
- Check for existing UI frameworks and patterns
- Review save/load systems if applicable
2. Player Systems
- Implement responsive player controllers with proper physics integration
- Handle state transitions (idle, walking, running, jumping, attacking, etc.)
- Implement camera systems (follow, orbit, first-person, cinematic)
- Handle input buffering and action queuing for responsive feel
- Expose tuning parameters (speed, jump height, acceleration) as data
3. AI & NPC Systems
- Implement behavior trees or state machines for NPC logic
- Use navmesh/pathfinding for movement (A*, NavMesh, NavigationServer)
- Implement perception systems (sight, hearing, awareness)
- Design aggro, patrol, and combat behaviors
- Make AI parameters data-driven for designer tuning
4. Combat & Interaction
- Implement hitbox/hurtbox systems
- Handle damage calculation with modifiers
- Implement status effects and buff/debuff systems
- Create interaction systems (pickups, doors, switches, NPCs)
- Handle combat feedback (hitstop, screenshake, particles)
5. Inventory & Items
- Design flexible item data structures
- Implement inventory management (add, remove, stack, sort)
- Handle equipment slots and stat modifications
- Create crafting systems if needed
- Implement loot tables and drop systems
6. UI & HUD
- Implement health bars, minimaps, inventory screens
- Create dialog and quest UI systems
- Handle menu navigation (keyboard, gamepad, mouse)
- Implement notification and feedback systems
- Follow the engine's UI framework (UGUI, UMG, Control nodes, HTML/CSS)
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.
- 1mo ago First seen · 81 lines · 35 tokens per session scan A 1175d2d5cd3d
gamedev-gameplay-dev is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (34 stars, last pushed 2mo ago), licensed MIT. It adds 35 tokens to every session and 661 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-09-03.
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