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/HermeticOrmus/claude-code-game-developmentWrote 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/commands/hermeticormus/claude-code-game-development/game-arch)<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/game-arch"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/game-arch/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/commands/hermeticormus/claude-code-game-development/game-arch"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/game-arch.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 | $0.00013 | $0.00673 |
| Opus 5.5 | $0.00005 | $0.00269 |
| Sonnet 5.5 | $0.00003 | $0.00135 |
| Haiku 4.5 | $0.00001 | $0.00067 |
Grade A, and why
game-arch 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 15d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- game-arch — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/game-arch
Game architecture design, refactoring, testing, and profiling. Covers ECS, game loops, event systems, ScriptableObject/Resource patterns, and scene management.
Trigger
/game-arch [action] [target]
Actions
design
Design a game system architecture from requirements.
/game-arch design "health system for RPG with status effects, shields, and damage types"
/game-arch design "inventory system supporting items, stacking, equipment slots"
/game-arch design "quest system with objectives, rewards, and branching"
Output: Component breakdown, data flow diagram, signal/event schema, GDScript skeleton.
refactor
Analyze existing code and propose structural improvements.
/game-arch refactor "300-line Player.gd handles movement, combat, and inventory"
/game-arch refactor "12 Autoloads causing circular dependencies"
/game-arch refactor "everything communicates via get_node() path strings"
Output: Decomposition plan, component extraction steps, dependency graph before/after.
test
Design a testable architecture and write unit tests with GUT.
/game-arch test "HealthComponent with damage, healing, and death signal"
/game-arch test "StateMachine with transition table"
/game-arch test "WeaponData Resource with fire rate and damage calculations"
Output: GUT test class with test_ methods, mock/stub patterns for Node dependencies.
profile
Identify architecture patterns causing performance problems.
/game-arch profile "_process() with 500 iterations per frame"
/game-arch profile "signals connected to 1000 receivers"
/game-arch profile "PackedScene.instantiate() called every frame for projectiles"
Output: Root cause analysis, refactored pattern (object pool, batch processing, deferred signals).
Examples
Decomposing a God script:
/game-arch refactor "player script handles input, movement, combat, health, animation, and UI"
Produces: Component decomposition into InputComponent, MovementComponent, CombatComponent, HealthComponent; signal wiring between components; scene structure diagram.
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.
- 15d ago First seen · 87 lines · 13 tokens per session scan A e96216efe20c
game-arch is a command published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 13 tokens to every session and 673 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 2026-10-01.
Other commands, from other repositories
checklist
Generate a custom checklist for the current feature based on user requirements.
clarify
Identify underspecified areas in the current feature spec by asking up to 5 highly targeted clarification questions and encoding answers back into the spec.
specify
Create or update the feature specification from a natural language feature description.
converge
Assess the current codebase against the feature's spec, plan, and tasks, then append any remaining unbuilt work as new tasks to tasks.md so implement can complete it.
implement
Execute the implementation plan by processing and executing all tasks defined in tasks.md.
speckit.bug.fix
Apply the remediation from a bug assessment and record what was changed.