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/Yakoub-ai/phaser4-gamedevWrote 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/yakoub-ai/phaser4-gamedev/phaser-architect)<a href="https://agentmods.dev/agents/yakoub-ai/phaser4-gamedev/phaser-architect"><img src="https://agentmods.dev/badge/agents/yakoub-ai/phaser4-gamedev/phaser-architect.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 | $0.00300 | $0.04685 |
| Opus 5 | $0.00150 | $0.02343 |
| Sonnet 5 | $0.00060 | $0.00937 |
| Haiku 4.5 | $0.00030 | $0.00468 |
Grade A, and why
phaser-architect 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 8d 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.
The source is not reproduced here
No licence file
A repository with no LICENSE is all rights reserved by default, so the body is not copied here. The metadata, the measurements and the link are.
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.
- 8d ago First seen · 356 lines · 300 tokens per session scan A ae82d1cc3856
phaser-architect is an agent published in the GitHub repository Yakoub-ai/phaser4-gamedev (22 stars, last pushed 12d ago), with no licence file. It adds 300 tokens to every session and 4,685 once invoked, about $0.0015 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.
Other agents, from other repositories
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
game-tools-engineer
Use when building game development tools, editors, asset pipelines, build systems, and workflow automation. Expert in tooling that multiplies team productivity.
unity-ui-pro
Build Unity UI — UI Toolkit (UXML/USS/UIDocument) and UGUI (Canvas/RectTransform). Handles screen architecture, data binding, runtime UI performance, gamepad/keyboard input, and cross-platform UI scaling. Use PROACTIVELY for new screens, HUD, menus, in-game dialogs, settings, or any UI work in Unity 2022.3+. Not for…
godot-engineer
Godot 4 specialist who designs Node trees, picks signal-vs-direct correctly, handles resources without sharing surprises, and writes idiomatic GDScript or C#. Use PROACTIVELY when working on Godot 4 game projects.
game-developer
Elite Multi-Platform Game Architect. Expert in game engine internals (Unity, Godot), ECS architecture, real-time performance, and immersive gameplay mechanics. Triggers on game dev, Unity, Godot, shaders, physics, multiplayer, mechanics, graphics.
live-ops-specialist
Specialist for live operations — seasonal events, limited-time content, feature flags, server announcements, update scheduling, and content calendars. Use for planning and implementing live service features.