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 skills add bullish0x/GameStudio --skill project-stage-detectgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/bullish0x/gamestudio/project-stage-detect)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/project-stage-detect"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/project-stage-detect/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/bullish0x/gamestudio/project-stage-detect"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/project-stage-detect.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 | $0.00048 | $0.01497 |
| Opus 5 | $0.00024 | $0.00749 |
| Sonnet 5 | $0.00010 | $0.00299 |
| Haiku 4.5 | $0.00005 | $0.00150 |
Grade A, and why
project-stage-detect 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.
This is a copy
97% identical to project-stage-detect — 3 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 195 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Project Stage Detection
This skill scans your project to determine its current development stage, completeness of artifacts, and gaps that need attention. It's especially useful when:
- Starting with an existing project
- Onboarding to a codebase
- Checking what's missing before a milestone
- Understanding "where are we?"
Workflow
1. Scan Key Directories
Analyze project structure and content:
Design Documentation (design/):
- Count GDD files in
design/gdd/*.md - Check for game-concept.md, game-pillars.md, systems-index.md
- If systems-index.md exists, count total systems vs. designed systems
- Analyze completeness (Overview, Detailed Design, Edge Cases, etc.)
- Count narrative docs in
design/narrative/ - Count level designs in
design/levels/
Source Code (src/):
- Count source files (language-agnostic)
- Identify major systems (directories with 5+ files)
- Check for core/, gameplay/, ai/, networking/, ui/ directories
- Estimate lines of code (rough scale)
Production Artifacts (production/):
- Check for active sprint plans
- Look for milestone definitions
- Find roadmap documents
Prototypes (prototypes/):
- Count prototype directories
- Check for READMEs (documented vs undocumented)
- Assess if prototypes are archived or active
Architecture Docs (docs/architecture/):
- Count ADRs (Architecture Decision Records)
- Check for overview/index documents
Tests (tests/):
- Count test files
- Estimate test coverage (rough heuristic)
2. Classify Project Stage
Based on scanned artifacts, determine stage. Check production/stage.txt first —
if it exists, use its value (explicit override from /gate-check). Otherwise,
auto-detect using these heuristics (check from most-advanced backward):
| Stage | Indicators |
|---|---|
| Concept | No game concept doc, brainstorming phase |
| Systems Design | Game concept exists, systems index missing or incomplete |
| Technical Setup | Systems index exists, engine not configured |
| Pre-Production | Engine configured, src/ has <10 source files |
| Production | src/ has 10+ source files, active development |
| Polish | Explicit only (set by /gate-check Production → Polish gate) |
| Release | Explicit only (set by /gate-check Polish → Release gate) |
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.
- 6d ago First seen · 195 lines · 48 tokens per session scan A 441fd12f1c8f
project-stage-detect is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 2mo ago), licensed MIT. It adds 48 tokens to every session and 1,497 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to project-stage-detect, differing in 3 lines, and is treated as a copy.
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