yume: Instructions file for Claude Code

CLAUDE.md

yume CLAUDE.md is an instructions file for Claude Code from kamwoh/yume. It costs 5,517 tokens per session, scanned A, original, MIT.

Project instructions for Yume, a Godot game framework where game content and rules are defined in JSON instead of custom GDScript for each game. Godot is a game engine.

In plain words
What is it for?
Use them to turn a game idea into a design and JSON data, generate a local demo, run it, and capture it for visual checks.
Why use it?
They explain the framework's structure, how its fixed game actions and update cycle work, and how to generate and run games.

Instructions file for Claude Code

Written for Claude Code: the file is CLAUDE.md. Also seen: reads .claude/ paths; mentions CLAUDE.md.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything yume configures →

Reuse

Borrowing it

Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/CLAUDE.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

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Token cost

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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 $0.05517 $0.05517
Opus 5 $0.02759 $0.02759
Sonnet 5 $0.01103 $0.01103
Haiku 4.5 $0.00552 $0.00552

Measured 6d ago against content hash f638832c484e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

yume 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 6d 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.

CLAUDE.md · 410 lines

How it starts

The opening of the file, as written. The whole thing — 410 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Yume (夢) — JSON-driven game framework on Godot

You are working on Yume: a JSON-declarative content layer over Godot 4.6.1 that lets non-programmers (and LLMs) generate working games without writing GDScript per-game. Per ADR 0021, the engine ships a fixed verb set (the "seven primitives" + a small interpreter); each game's mechanics are pure JSON.

Quick Start

This repo ships the framework (engine, skills, scaffolding scenes, shared engine libraries) but NOT specific game demos. Demos live at godot/data/demo_<name>/ and are gitignored — generate locally via the pipeline below or copy from another working tree.

To generate a new game from a prose pitch:

/yume-design "a roguelike where vampires steal HP from light sources" --autonomous

The /yume-design skill orchestrates text → GDD → world plan → level design → rules → JSON → assets → QA. Output lands at godot/data/demo_<slug>/.

To run a locally-generated demo:

./scripts/play.sh <name>            # falls back to scenes/play.tscn --game=<name>
./scripts/play.sh <name> --capture  # auto-capture for visual QA

Framework structure

yume/
├── .claude/                            ← Skills + rules + settings
│   ├── skills/yume-*/SKILL.md          (38 specialist skills, Tier 2.6)
│   └── rules/                          (path-scoped invariants)
├── godot/    ← Godot project (engine + scaffolding; demos gitignored)
│   ├── data/                           ← shared engine libraries (TRACKED)
│   │   ├── shapes.json                 (code-draw shape library)
│   │   ├── meshes.json                 (3D mesh library)
│   │   └── sounds.json                 (procedural SFX library)
│   ├── data/demo_<name>/               (per-game content — NOT TRACKED, gitignored)
│   │   ├── entities/                   (definitions + initial instances)
│   │   ├── world/rules.json          (world physics rules — ADR 0009)
│   │   ├── game/goals.json             (game logic — win/score/transition)
│   │   ├── game/flow.json              (multi-level progression — ADR 0006)
│   │   ├── levels/<n>/                 (per-level entities + rules)
│   │   ├── world/state.json            (initial _engine entity state — ADR 0047)
│   │   ├── world/zones.json            (zone-state primitive — ADR 0031, optional)
│   │   ├── audio/cues.json             (semantic-event → SFX mapping)
│   │   ├── ui/strings.json             (localizable text)
│   │   ├── scene.json                  (camera + lighting + ground + tick_seconds)
│   │   ├── screens.json                (title/pause/etc. — ADR 0011, optional)
│   │   ├── save_policy.json            (what persists — ADR 0010, optional)
│   │   ├── settings_schema.json        (settings — ADR 0013, optional)
│   │   └── tutorial.json               (overlay sequencing — ADR 0012, optional)
│   ├── scripts/engine/                 (engine: rule, query, effect, scheduler, etc.)
│   ├── scenes/                         (TRACKED scaffolding only)
│   │   ├── play.tscn                   (universal launcher — `--game=<name>`)
│   │   ├── test_main.tscn              (engine unit tests)
│   │   └── scenario_test.tscn          (per-game scenario test runner)
│   └── project.godot
├── docs/                               ← Documentation (active)
│   ├── 30_framework_primitives.md      (the contract — invariant-bearing)
│   ├── 31_text_to_game_pipeline.md     (Tier 2.5 strategic plan)
│   ├── 32_mda_for_yume.md              (Mechanics → Dynamics → Aesthetics)
│   ├── adr/NNNN-*.md                   (architecture decisions)
│   ├── engine-reference/               (api manifest, Godot pinning)
│   ├── games/<name>/                   (per-game GDDs, plans, reviews)
│   └── timeline/                       (decision diary)
├── scripts/play.sh                     ← Run a demo (sync + launch)
├── tools/gen_api_manifest.py           ← Regenerate engine API manifest
├── task_plan.md                        ← Index → .claude/plan/{backlog,archive}.md
└── CLAUDE.md (this file)

Read the full file on GitHub · 410 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. 6d ago First seen · 410 lines · 5,517 tokens per session scan A f638832c484e

Subscribe to this mod's changes

yume CLAUDE.md is an instructions file published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 5,517 tokens to every session, about $0.0276 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.

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