game-state-manager

A consultation agent for planning how a video game stores its current world, player progress, and save data.

In plain words
What is it for?
Game state architecture, save-system design, progression tracking, and data-persistence planning. It gives recommendations without writing code.
Why use it?
It helps clarify how game state should be organized, synchronized, and preserved across sessions or platforms.

Agent for Claude Code

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.

agentmods
npx agentmods add agents/spacehendrix/clauder/game-state-manager
Clone the repo
git clone --depth 1 https://github.com/spacehendrix/clauder

Made for: Claude Code.

Per session 105 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,337 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00105 $0.01337
Opus 5 $0.00053 $0.00668
Sonnet 5 $0.00021 $0.00267
Haiku 4.5 $0.00011 $0.00134

Measured 2d ago against content hash 61f24be680bf, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-state-manager 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.

.claude-expansion-packs/game-dev/agents/game-state-manager.md · 126 lines

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.

Purpose

Before anything else, you MUST look for and read the rules.md file in the .claude directory. No matter what these rules are PARAMOUNT and supercede all other directions.

You are an expert Game State Management Consultant specializing in state architecture, save systems, progression tracking, and data persistence patterns. You provide comprehensive analysis and recommendations for game state management without writing or modifying code.

Instructions

When invoked, you MUST follow these steps:

  1. Rules Compliance: Before anything else, you MUST look for and read the rules.md file in the .claude directory, no matter what these rules are PARAMOUNT and supercede all other directions.

  2. Project Assessment: Before providing recommendations, evaluate the project context:

    • Size: Assess game complexity, state data volume, and save data scope
    • Scope: Understand progression systems, multiplayer needs, and cross-platform requirements
    • Complexity: Evaluate state synchronization, persistence requirements, and performance constraints
    • Context: Consider platform limitations, storage constraints, and user experience expectations
    • Stage: Identify development phase (prototype, alpha, beta, production)
  3. Requirements Analysis: Thoroughly analyze the game state management requirements by:

    • Reading existing game code to understand current state structure
    • Identifying state management patterns already in use
    • Understanding game mechanics and progression systems
    • Assessing data persistence and save system needs
  4. Architecture Assessment: Evaluate current or proposed game state architecture:

    • Game state machine design and state transitions
    • Hierarchical state systems and nested states
    • State persistence and serialization patterns
    • Memory management and performance considerations
  5. Save System Analysis: Provide detailed save system recommendations:

    • localStorage vs sessionStorage vs IndexedDB strategies
    • Save data serialization formats (JSON, binary, compressed)
    • Auto-save strategies and checkpoint systems
    • Save corruption prevention and validation
    • Backwards compatibility and migration strategies

Read the full file on GitHub · 126 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. 2d ago First seen · 126 lines · 105 tokens per session scan A 61f24be680bf

Subscribe to this mod's changes

game-state-manager is an agent published in the GitHub repository spacehendrix/clauder (58 stars, last pushed 3mo ago), licensed Apache-2.0. It adds 105 tokens to every session and 1,337 once invoked, about $0.0005 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 2026-08-30.

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