Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge/plugin install gameforgeWrote 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/skills/alterlab-ieu/alterlab_gameforge/game-market-research)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-market-research"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-market-research/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/skills/alterlab-ieu/alterlab_gameforge/game-market-research"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-market-research.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 | $0.00087 | $0.04100 |
| Opus 5.5 | $0.00035 | $0.01640 |
| Sonnet 5.5 | $0.00017 | $0.00820 |
| Haiku 4.5 | $0.00009 | $0.00410 |
Grade A, and why
game-market-research 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 today.
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 — 324 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Market Research Workflow
Making a game nobody wants is easy. Finding the audience requires knowing where those players are, what they already play, what they wish existed, and how crowded the space is, in the market as it is now rather than as it was when the last famous indie hit launched. Market research is not about copying what sells; it is about the gap between what players want and what exists, and whether this team can reach those players through a channel it can actually win.
How this skill runs. It runs as a forked background analyst: no access to the conversation that launched it, and no way to ask questions. It works from the argument, the project's files and the web, states every assumption it had to make, and writes a sourced brief to disk. The person who launched it reads the brief and re-runs with corrections if an assumption was wrong.
When NOT to use me
| The user wants... | Route to |
|---|---|
| New game ideas, or turning "a game like X" into an original concept | /gameforge:game-brainstorm |
| Currency design, store pricing inside the game, monetization ethics | /gameforge:game-economy-designer |
| Store page, launch checklist, platform submission | /gameforge:game-launch (Steam, consoles, mobile) or /gameforge:game-web-publish (web) |
| Whether the scope fits the deadline | /gameforge:game-scope-check |
| Analytics and KPIs after launch | /gameforge:game-analytics-setup |
Critical Rules
- Truth over validation. The goal is an accurate picture, not confirmation that the idea is brilliant. "Saturated", "tiny audience" and "no-go" are valid findings.
- Every number has a source and a date, or is labeled as an estimate or a rule of thumb. Never invent sales figures, revenues, conversion rates, eCPMs or player counts. If a number cannot be found, say so and give a labeled range or leave the cell empty.
- Research, do not recall. Use WebSearch and WebFetch for current data. The baseline in
${CLAUDE_SKILL_DIR}/references/market-context-2026.mdis dated 2026-11-05; refresh any line the recommendation depends on. - Recency. Prefer data from the last 12 months. 2025-2026 changed the market: record-high Steam release volume, AI-content flooding, crowded festivals and a wave of layoffs.
- Indie scale. Size the market for this team's budget, price and reach, not for a 200-person studio.
- Positioning is not a feature list. "A Metroidvania with combat" is not positioning; "a Metroidvania where every ability is a musical instrument" is.
- State assumptions; never ask. This skill cannot ask questions. When information is missing, pick a sensible default, write it in the Assumptions table, and say how the conclusion would change if it were wrong.
- Channel is part of the market. Steam, itch.io, web portals, Discord and others have different audiences, gates and money models. Research the channels this game can realistically use.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- today Changed · -82 lines · -13 tokens per session cd3c0ce4b080
- 2mo ago First seen · 406 lines · 100 tokens per session scan A 1a527da87a48
game-market-research is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 87 tokens to every session and 4,100 once invoked, about $0.0003 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 2026-08-30.
game-market-research compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-market-researchAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 87 | Claude Code |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 18d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |