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.
npx agentmods add instructions/f1nalspace/final_game_tech/claude-mdgit clone --depth 1 https://github.com/f1nalspace/final_game_techWrote 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/instructions/f1nalspace/final_game_tech/claude-md)<a href="https://agentmods.dev/instructions/f1nalspace/final_game_tech/claude-md"><img src="https://agentmods.dev/badge/instructions/f1nalspace/final_game_tech/claude-md.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 | $0.00211 | $0.00211 |
| Opus 5 | $0.00105 | $0.00105 |
| Sonnet 5 | $0.00042 | $0.00042 |
| Haiku 4.5 | $0.00021 | $0.00021 |
Grade A, and why
final_game_tech CLAUDE.md 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 4d 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.
What it actually says
Final Game Tech Codebase
C99/C17 and C++11 game/multimedia codebase built around single-header libraries and focused demos.
Core Headers
final_platform_layer.h— cross-platform window/video/audio/input/file/thread/time platform layer.final_dynamic_opengl.h— OpenGL loader/header.final_game_box.h— Game Boy emulator.final_xml.h— XML parser.final_memory.h— custom allocator.final_tiletrace.hpp— C++11 tilemap contour tracing.
Layout
apps/— utility/conversion tools.demos/— games, rendering/audio/input/platform demos, tests.demos/additions/— reusable helper headers for audio, rendering, game framework, math, geometry, assets, logging, utilities.
Notes
- Header-only style with optional implementation macros.
- Cross-platform via conditional compilation.
- Demos are intentionally focused examples.
Additional Resources
- README.txt
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.
- 4d ago First seen · 28 lines · 211 tokens per session scan A d4b2a261b562
final_game_tech CLAUDE.md is an instructions file published in the GitHub repository f1nalspace/final_game_tech (210 stars, last pushed 4d ago), licensed MIT. It adds 211 tokens to every session, about $0.0011 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 instructions, from other repositories
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base-building-trap-defense-design-agent-skill CLAUDE.md
Instructions for dungnotnull/base-building-trap-defense-design-agent-skill, covering claude.md — skill 250: base-building-trap-defense-design, skill identity, problem this skill solves, harness flow summary and sub-skills.