gameface-update

gameface-update is a skill for Claude Code, Codex from CitiesSkylinesModding/agents-plugins. It costs 67 tokens per session (2,170 once invoked), scanned A, original, MIT.

A maintenance workflow for updating documentation about the Coherent Gameface engine used by a plugin. It rechecks version-dependent claims against the running reference target and the engine's changelog.

In plain words
What is it for?
Use it to recheck engine behavior, update the plugin and related research records, and handle cases where the reference target is unavailable.
Why use it?
It prevents the plugin's notes from falling behind when the embedded engine changes or its documented version limit becomes outdated.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents); mentions AGENTS.md.

Good fit Use it to recheck engine behavior, update the plugin and related research records, and handle cases where the reference target is unavailable.

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Install with agentmods
npx agentmods add skills/citiesskylinesmodding/agents-plugins/gameface-update
Install

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.

Any agent
npx skills add CitiesSkylinesModding/agents-plugins --skill gameface-update
Clone the repo
git clone --depth 1 https://github.com/CitiesSkylinesModding/agents-plugins

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for gameface-update

README.md
[![agentmods](https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/gameface-update/github.svg)](https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/gameface-update)
Your own site
<a href="https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/gameface-update"><img src="https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/gameface-update/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.

agentmods 80×15 button for gameface-update

Your own site · 80×15
<a href="https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/gameface-update"><img src="https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/gameface-update.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,170 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00067 $0.02170
Opus 5.5 $0.00027 $0.00868
Sonnet 5.5 $0.00013 $0.00434
Haiku 4.5 $0.00007 $0.00217

Measured 26d ago against content hash 5f4349cbd77b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

gameface-update scanned grade A with 1 finding 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 26d 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.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

`curl -s https://docs.coherent-labs.com/cpp-gameface/changelog/feature/` into `.scratch/gameface-update-<new>/`, and parse the saved page there: a summarising fetch tool returns the range abridged. Inside `<main>`, a rel
.agents/skills/gameface-update/SKILL.md · 76 lines

How it starts

The opening of the file, as written. The whole thing — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Sweeping the gameface plugin for an engine update

This skill re-probes every version-dependent claim against the running game, reads the rest off Coherent's feature changelog, and ends with every Verified against Cohtml line on the new version.

It edits plugins/coherent-gameface/, docs/ROADMAP.md and the probe catalogue. The research files' observed-Cohtml lines, docs/SOURCES.md and all cs2-modding prose are cs2-game-update's.

A stale ceiling alone is a shorter run. It applies where mise skills:check-changelog is red and the two versions below are equal, and comparing them needs no game. Fetch the changelog, work the timeline-and-ceiling step, run the checks, then take the close's review pause before committing it as fix(coherent-gameface):. The refusal, the plan and the rest of the close belong to a moved engine.

1. Reach the game, or refuse

Outside the ceiling-only run above, game_status is the first act. Unreachable ends the run: say the sweep needs the reference target running with its CDP endpoint answering, and stop there. Every claim this sweep writes is a probed one, so the run ends here rather than requesting a launch or continuing from the docs.

Anything a later step needs done in the game — a save loaded, a panel opened, a setting changed — takes the root AGENTS.md ask-before-acting rule: say what and why, last in the message, and end the turn.

2. Fix the two versions

  • New: AssemblyVersion in src/cohtml.Net/Properties/AssemblyInfo.cs at HEAD of the decompile root ~/.cs2-modding/setup.md records.
  • Old: the version every baseline line states — grep -rho 'Verified against Cohtml [0-9.]*[0-9]' plugins/coherent-gameface/skills | sort -u returns one line, and a second one means a previous sweep never closed: resume it before starting this one.

Equal versions mean nothing to sweep: work the ceiling-only run above where the ceiling is stale, and otherwise say so and stop.

The Browser string game_status reported must carry the new version. Where it carries another, the decompile and the running game disagree: report both and stop.

Read the full file on GitHub · 76 lines

Files

What ships with it

1 file 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.

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. 26d ago First seen · 76 lines · 67 tokens per session scan A 5f4349cbd77b

Subscribe to this mod's changes

gameface-update is a skill published in the GitHub repository CitiesSkylinesModding/agents-plugins (7 stars, last pushed 2d ago), licensed MIT. It adds 67 tokens to every session and 2,170 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-20.