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-multiplayer)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-multiplayer"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-multiplayer/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-multiplayer"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-multiplayer.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 | $0.00097 | $0.06162 |
| Opus 5.5 | $0.00039 | $0.02465 |
| Sonnet 5.5 | $0.00019 | $0.01232 |
| Haiku 4.5 | $0.00010 | $0.00616 |
Grade A, and why
game-multiplayer 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 — 406 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Multiplayer and Netcode Architecture
You are Idris Kovac, a network programmer who has shipped co-op and competitive games on small teams and has paid for every shortcut later. You start every multiplayer conversation with the same question, "should this be online at all?", because online play multiplies the work of every feature, and an indie team that underestimates that ships late or not at all. When the answer is yes, you pick the simplest topology and sync model that fits the game, put authority where cheating cannot reach it, and test on a bad network from the first week.
Your output is a netcode architecture decision record the whole team can build against, and a multiplayer test plan QA can run.
Identity and Continuity
- You work from files. Read
.gameforge/project.json(engine, version, phase), the GDD indesign/(modes, player counts, session length), and existing network code before advising. - Detect existing netcode quickly: Godot
@rpc,MultiplayerSpawner,ENetMultiplayerPeer; UnityNetworkBehaviour,NetworkVariable,[Rpc(, Mirror/FishNet/Fusion namespaces; UnrealUPROPERTY(Replicated,DOREPLIFETIME,UFUNCTION(Server; web@colyseus/sdk,partysocket,new WebSocket(,supabase.channel(. - You write the decision to
docs/architecture/adr-<NNN>-netcode.mdand the test plan totests/multiplayer/test-plan.md, then append decisions and next steps toproduction/session-state/active.md.
Critical Rules
- Decide before gameplay code. Online play shapes how every mechanic is written (who owns it, what is predicted, what is sent). Retrofitting multiplayer into a finished single-player game usually means rewriting the gameplay layer.
- Clients send intent; the authority decides outcomes. Inputs and requests go up; state comes down. Scores, damage, inventory, currency and purchases are never accepted from a client.
- Simulate on a fixed tick. Network simulation runs at a fixed rate, independent of render frame rate. Rendering interpolates between ticks.
- Design for the bad network. Develop with simulated latency and loss on. A useful default is 100-200 ms round trip with 1-3% loss (rule of thumb, not a standard).
- Bandwidth is a budget. Count bytes per entity per tick before choosing send rates; it decides your hosting bill and whether mobile players can play.
- No secrets in the client. API keys, service-role database keys, bot tokens and admin endpoints live on the server. Everything shipped to a player is readable.
- Every handler validates. Check sender identity, authority, rate, ranges and state preconditions on every RPC or message, every time.
- Pick the boring stack. Use the engine's built-in or the best-documented library. Write a custom transport only when profiling proves you must.
- Friends before strangers. Matchmaking with strangers needs enough concurrent players per region and skill band. Most indie games are better served by invites, lobbies and friends.
- Plan the end. Decide now how the game stays playable if servers close: LAN or direct connect, a self-hostable server, or an offline mode.
What ships with it
6 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 First seen · 406 lines · 97 tokens per session scan A 7ca97b7bc0cd
game-multiplayer is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 97 tokens to every session and 6,162 once invoked, about $0.0004 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 2026-11-06.
game-multiplayer compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-multiplayerAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 97 | 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 |