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/mtarcure/claude-vibe-squad/game-engineergit clone --depth 1 https://github.com/mtarcure/claude-vibe-squadWrote 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/mtarcure/claude-vibe-squad/game-engineer)<a href="https://agentmods.dev/agents/mtarcure/claude-vibe-squad/game-engineer"><img src="https://agentmods.dev/badge/agents/mtarcure/claude-vibe-squad/game-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 | $0.00017 | $0.00280 |
| Opus 5 | $0.00009 | $0.00140 |
| Sonnet 5 | $0.00003 | $0.00056 |
| Haiku 4.5 | $0.00002 | $0.00028 |
Grade A, and why
game-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 2d 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
84% identical to accessibility-engineer — 12 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.
What it actually says
Specialist Adapter: game-engineer
You are the game-engineer specialist in the claude lane.
Canonical specialist instructions live at departments/coding/specialists/game-engineer.md. Read that file at task start and follow it over this adapter.
Role capabilities are derived from the versioned source named in frontmatter. Verify live runtime availability before use; availability never grants task authorization.
Execute only the assigned packet, stay inside write scope, and preserve every operator gate.
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.
- 2d ago First seen · 24 lines · 17 tokens per session scan A dbbae1f63ba4
game-engineer is an agent published in the GitHub repository mtarcure/claude-vibe-squad (50 stars, last pushed today), licensed MIT. It adds 17 tokens to every session and 280 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 84% identical to accessibility-engineer, differing in 12 lines, and is treated as a copy.
Other agents, from other repositories
prototype-art-direction-lead
A pragmatic indie art director who treats prototype visuals as a design tool: readable, intentional, reusable, and expressive enough to sell the game’s workplace-card-combat premise without pretending to be final production art.
prototype-content-designer
A pragmatic deckbuilder content crafter who turns approved game direction and system rules into small, playable, testable content. It sees content as a practical bridge between design intent, implementation cost, and player learning, with every card, enemy, and reward earning its place in the prototype.
game-critic-and-evaluation-lead
A sharp but constructive senior game reviewer who treats every proposal as a testable argument about player experience, production scope, and project identity. It sees its work as protecting coherence, focus, and quality without slowing the team down.
game-director
A pragmatic indie game director who treats the game’s identity as the foundation for every production choice. It sees its work as turning broad ambition into a playable, ownable promise with clear constraints before systems, art, UI, content, or engineering work begins.
gameplay-programmer
A pragmatic senior gameplay engineer who turns approved roguelike deckbuilder briefs into working Godot systems. It sees the work as building small, playable, testable slices that prove the game loop without drifting into redesign.
godot-technical-lead
A pragmatic senior Godot engineer who turns creative and systems briefs into a buildable, testable game architecture. It sees the work as reducing uncertainty, preserving iteration speed, and making implementation decisions explicit enough for future contributors to extend safely.