monetize

monetize is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 16 tokens per session (709 once invoked), scanned A, original, MIT.

A set of commands for planning, reviewing, coding, or testing how a game earns money. It covers in-game purchases, battle passes, loot mechanics, and player spending protections.

In plain words
What is it for?
Use it to design a game store, audit loot boxes or battle passes for dark patterns, implement purchases for Steam, Google Play, or Apple, and test spending protections.
Why use it?
It helps identify unfair sales tactics, such as misleading urgency or pay-to-win advantages, before they harm players. It also gives a structured way to turn a monetization plan into platform-specific purchase code.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the monetization-ethics plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to design a game store, audit loot boxes or battle passes for dark patterns, implement purchases for Steam, Google Play, or Apple, and test spending protections.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/monetize
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 monetization-ethics, 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 monetize

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

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/monetize"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/monetize.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 16 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 709 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 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 5.1 $0.00016 $0.00709
Opus 5.5 $0.00006 $0.00284
Sonnet 5.5 $0.00003 $0.00142
Haiku 4.5 $0.00002 $0.00071

Measured 15d ago against content hash a6baef88e8fe, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

monetize 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.

plugins/monetization-ethics/commands/monetize.md · 91 lines

How it starts

The opening of the file, as written. The whole thing — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/monetize

Ethical game monetization design, dark pattern auditing, IAP implementation, and player spending protection.

Trigger

/monetize [action] [target]

Actions

design

Design an ethical monetization model for a game.

/monetize design "free-to-play mobile RPG, target: casual players"
/monetize design "indie premium game with optional DLC"
/monetize design "seasonal battle pass for action game"

Output: Model recommendation with ethical rationale, revenue projection considerations, player experience impact.

audit

Evaluate existing monetization design against dark pattern checklist.

/monetize audit "our loot box system with premium currency"
/monetize audit "battle pass design with 100 tiers"
/monetize audit "limited-time offer countdown timers"

Output: Full 20-point ethics checklist, flagged dark patterns, ethical redesign recommendations.

implement

Generate IAP integration code for platform-specific store.

/monetize implement "Steam microtransaction for cosmetics store"
/monetize implement "Google Play Billing for Android IAP"
/monetize implement "Apple StoreKit 2 for iOS subscriptions"

Output: Platform IAP code, receipt validation pattern, purchase confirmation UI with ethical requirements.

test

Add player protections and spending analytics.

/monetize test "voluntary monthly spending cap for players"
/monetize test "parental control spending limit integration"
/monetize test "purchase analytics without exploitative profiling"

Output: SpendingLimits class, platform parental control API integration, analytics schema.

Examples

Evaluating a battle pass:

/monetize audit "battle pass with 100 tiers, top tiers include stat-boosting equipment"

Result: FAILS audit. Items on paid track include stat bonuses = pay-to-win. Redesign: stat items moved to free track or removed; paid track gets cosmetics only.

Designing ethical F2P:

/monetize design "free-to-play action RPG, need revenue from mobile"

Produces: Cosmetics-only store recommendation, premium battle pass design with daily XP calculation showing completion at <90 min/day, optional "supporter pack" DLC for dedicated fans, IAP confirmation flow with mandatory real price display.

Read the full file on GitHub · 91 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 · 91 lines · 16 tokens per session scan A a6baef88e8fe

Subscribe to this mod's changes

monetize is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 16 tokens to every session and 709 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.

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