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/LibreGameDev-Claude-CodeWrote 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/libregamedev-claude-code/game-ui)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-ui"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-ui/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/libregamedev-claude-code/game-ui"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-ui.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 | $0.00017 | $0.00867 |
| Opus 5.5 | $0.00007 | $0.00347 |
| Sonnet 5.5 | $0.00003 | $0.00173 |
| Haiku 4.5 | $0.00002 | $0.00087 |
Grade A, and why
game-ui 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.
How it starts
The opening of the file, as written. The whole thing — 110 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/game-ui
Game interface design and implementation: HUD, menus, inventory, dialogue, and accessibility.
Trigger
/game-ui [action] [target]
Actions
hud
Design and implement HUD elements.
/game-ui hud "health bar with ghost damage effect for 2D action game"
/game-ui hud "ammo counter with reload indicator and grenade count"
/game-ui hud "boss health bar that appears at bottom when boss enters scene"
/game-ui hud "minimap in top-right corner with player dot and enemy markers"
Output: Godot Control scene structure, GDScript with signal-driven updates, CanvasLayer setup, Tween animations.
menu
Build menu screens with controller navigation.
/game-ui menu "main menu: play, settings, quit - controller navigable"
/game-ui menu "pause menu with blur background effect"
/game-ui menu "settings menu with audio, video, controls tabs and live preview"
/game-ui menu "save/load screen with 3 slots showing level, playtime, date"
Output: MenuManager push/pop stack, Control scene hierarchy, focus_neighbor setup on all buttons, Tween entrance animations.
inventory
Implement inventory systems.
/game-ui inventory "10x4 grid inventory with drag-and-drop item swapping"
/game-ui inventory "equipment screen with character preview and slot positions"
/game-ui inventory "hotbar with 8 slots and number key binding"
Output: InventorySlot with _get_drag_data/_can_drop_data/_drop_data, GridContainer layout, tooltip on hover.
dialogue
Create dialogue display systems.
/game-ui dialogue "NPC dialogue box with typewriter effect, speaker portrait, skip"
/game-ui dialogue "choice menu with 3-4 options, keyboard/controller selectable"
/game-ui dialogue "subtitle system for all voiced lines"
Output: DialogueBox with typewriter tween, choice list with focus navigation, integration hooks for Dialogue Manager plugin.
accessibility
Add accessibility features to existing UI.
/game-ui accessibility "colorblind mode: add icon indicators to color-coded elements"
/game-ui accessibility "text scaling: all fonts respond to accessibility size setting"
/game-ui accessibility "ensure all menus navigable with keyboard and controller"
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 · 110 lines · 17 tokens per session scan A 5cb59c49d65e
game-ui is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 17 tokens to every session and 867 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
materials
Read and edit material shader properties, and discover/introspect shaders so an agent can pick a valid shader name and property set.
build-and-compilation
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…
animation
Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.
assets-and-files
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…
gameobjects-and-components
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…
project-settings
Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…