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/kyh/vibedgames/claude-mdgit clone --depth 1 https://github.com/kyh/vibedgamesWrote 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/kyh/vibedgames/claude-md)<a href="https://agentmods.dev/instructions/kyh/vibedgames/claude-md"><img src="https://agentmods.dev/badge/instructions/kyh/vibedgames/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 5.1 | $0.03200 | $0.03200 |
| Opus 5 | $0.01600 | $0.01600 |
| Sonnet 5 | $0.00640 | $0.00640 |
| Haiku 4.5 | $0.00320 | $0.00320 |
Grade A, and why
vibedgames 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 yesterday.
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 — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Agent Instructions
Agent-driven development
Read AGENTS.md first. It is the tool-agnostic, runnable guide: quickstart, the two env files, seeded logins, headless auth, the pnpm verify gate, an agent-browser recipe, and which surfaces are checkable at runtime versus which need a human. This file carries the product context, architectural decisions and conventions that sit on top of it.
What This Is
vibedgames — infrastructure platform for deploying, hosting, and adding multiplayer to browser games. Users build games locally, deploy via CLI (vg deploy), and their game is served at {slug}.vibedgames.com. The web app is the central hub for discovering and playing games.
The primary user of the vg CLI is a coding agent, not a human. A human prompts their agent ("build me a bomberman game"), and the agent uses vg + the bundled skills to scaffold, generate assets, add multiplayer, and deploy. Optimise CLI UX accordingly: machine-readable output (--json), self-describing errors, deterministic exit codes, skills that document the exact commands the agent should run. Friction that a human would tolerate ("now open this URL...") blocks an agent.
Product & Business Context
- The bet (why us): Seed your coding agent with the abilities of a full game studio. The wedge isn't "another hosting platform" — it's that an agent, armed with
vg+ the bundled skills, can do everything a studio does (scaffold, generate art/audio, add multiplayer, ship) without the human assembling an engine, art pipeline, or server stack. The differentiator is being agent-native and end-to-end.
Key Architectural Decisions
- Games are untrusted user code. Session cookies are scoped to apex domain only (
vibedgames.com). Games on{slug}.vibedgames.comsubdomains cannot access auth cookies. CSPframe-ancestorsrestricts embedding. Never weaken these boundaries. - Single active deployment per game. No version history, no rollback. New deploy replaces old. R2 keys are
games/{gameId}/{deploymentId}/{path}— immutable per deployment, enabling long cache (1yr) for assets and short cache (60s) for index.html. - CLI auth uses device-code flow. CLI shows 6-char code → user confirms in browser → CLI polls for token. Not OAuth.
- better-auth 1.7 scopes account identity by
(issuer, accountId).account.issueris NOT NULL with a unique(issuer, accountId)index (account_issuer_account_id_uidxinpackages/db/src/drizzle-schema-auth.ts). Credential accounts carrylocal:credentialwithaccountId= the owning user's id; an OAuth provider with no real issuer carrieslocal:oauth:<providerId>. Keepbetter-auth,@better-auth/api-keyand@better-auth/expoon the same minor. Nothing inpnpm verifytouches D1, so a schema/column mismatch surfaces only as a failed sign-in against the live database — any further change to these tables needs a matchingdb:pushplus a backfill of existing rows. - Never regenerate the auth schema with
@better-auth/cli. It is stuck at 1.4.21:generate:auth-schemaemits noissuer, and it strips the hand-curatedindex(...)calls and the hand-addedrate_limittable. Editdrizzle-schema-auth.tsby hand. - Multiplayer is host-authoritative, last-write-wins. No conflict resolution. First player becomes host; if host leaves, reassigns. Good for turn-based and host-controlled games.
- Deploy on push to main. GitHub Actions detects changed apps and deploys via wrangler. Never run
wrangler deploylocally. - Per-user generation credits (micro-USD ledger). Every account gets a $20 signup grant, materialized lazily on first credit access.
credit_entryis an append-only ledger of integer micro-USD deltas — balance isSUM(delta_micro), there is no cached balance column, and idempotency lives in deterministic entry ids (signup:{userId},hold:{requestId}, ...).generationtracks the per-request lifecycle:generate.forwardblocks queue submits at balance ≤ 0, debits an estimated hold at submit (provider historical per-call estimate, clamped $0.01–$5), settles to actual cost from thex-fal-billable-unitsresult-fetch header, and refunds holds when a status poll reports FAILED/CANCELLED. Only generation is metered; deploys/hosting are free. Never bypass the gate or write ledger rows outsidepackages/api/src/credits/. - Media goes through fal (internal only).
vg generateexposesrun,models,schema,upload,pricing,status,docs. The server holdsFAL_API_KEY; the CLI proxies through the API. fal is a gateway to OpenAI, Veo, Sora, Kling, Flux, ElevenLabs, Retro Diffusion, etc. — there's no per-provider routing. End-user-facing surfaces (thevg generateCLI help and the skills underplugins/generate/skills/) must not name fal as a brand. To the user this is just a CLI that generates assets; "fal" stays an implementation detail. The one exception is model endpoint IDs: they're passed through verbatim (e.g.fal-ai/flux/dev,bytedance/seedance-2.0/...), exactly as the upstream API expects — the CLI does no id rewriting. Keep branding out of prose and help text, but never alter an endpoint ID.
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.
- yesterday Changed · +10 lines · +287 tokens per session 4271025c6770
- 5d ago First seen · 117 lines · 2,913 tokens per session scan A fcf85814c6ce
vibedgames CLAUDE.md is an instructions file published in the GitHub repository kyh/vibedgames (55 stars, last pushed yesterday), licensed MIT. It adds 3,200 tokens to every session, about $0.0160 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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