game-arch

game-arch is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 13 tokens per session (673 once invoked), scanned A, a copy of game-arch, MIT.

A command for designing, restructuring, testing, or measuring a game's code architecture. It can work on systems such as health, inventory, quests, event communication, and scene management.

In plain words
What is it for?
It helps plan new game systems, break up oversized scripts, inspect dependencies, design testable code, write unit tests, and investigate performance.
Why use it?
It helps separate responsibilities in game code and makes large or tangled systems easier to change and test.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the game-architecture plugin — 1 skill, 1 command, 1 agent shipped together

Good fit It helps plan new game systems, break up oversized scripts, inspect dependencies, design testable code, write unit tests, and investigate performance.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/game-arch
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.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install game-architecture, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote 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.

agentmods badge for game-arch

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-arch/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-arch)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-arch"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/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.

agentmods 80×15 button for game-arch

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-arch"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-arch.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 13 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 673 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod 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 5.1 $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

Measured 15d ago against content hash e96216efe20c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

Origin

This is a copy

100% identical to game-arch — 0 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.

plugins/game-architecture/commands/game-arch.md · 87 lines

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.

Read the full file on GitHub · 87 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. 15d ago First seen · 87 lines · 13 tokens per session scan A e96216efe20c

Subscribe to this mod's changes

game-arch is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d 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. It is 100% identical to game-arch, differing in 0 lines, and is treated as a copy.

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