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 skills/coralgame/claude-code-game-studios/map-systemsnpx skills add CoralGame/Claude-Code-Game-Studios --skill map-systemsgit clone --depth 1 https://github.com/CoralGame/Claude-Code-Game-StudiosWrote 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/coralgame/claude-code-game-studios/map-systems)<a href="https://agentmods.dev/skills/coralgame/claude-code-game-studios/map-systems"><img src="https://agentmods.dev/badge/skills/coralgame/claude-code-game-studios/map-systems.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 | $0.00026 | $0.02627 |
| Opus 5 | $0.00013 | $0.01314 |
| Sonnet 5 | $0.00005 | $0.00525 |
| Haiku 4.5 | $0.00003 | $0.00263 |
Grade A, and why
map-systems 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.
This is a copy
98% identical to map-systems — 2 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 — 293 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
1. Parse Arguments
Two modes:
- No argument:
/map-systems— Run the full decomposition workflow (Phases 1-5) to create or update the systems index. next:/map-systems next— Pick the highest-priority undesigned system from the index and hand off to/design-system(Phase 6).
2. Phase 1: Read Concept (Required Context)
Read the game concept and any existing design work. This provides the raw material for systems decomposition.
Required:
- Read
design/gdd/game-concept.md— fail with a clear message if missing:"No game concept found at
design/gdd/game-concept.md. Run/brainstormfirst to create one, then come back to decompose it into systems."
Optional (read if they exist):
- Read
design/gdd/game-pillars.md— pillars constrain priority and scope - Read
design/gdd/systems-index.md— if exists, resume from where it left off (update, don't recreate from scratch) - Glob
design/gdd/*.md— check which system GDDs already exist
If the systems index already exists:
- Read it and present current status to the user
- Use
AskUserQuestionto ask: "The systems index already exists with [N] systems ([M] designed, [K] not started). What would you like to do?"- Options: "Update the index with new systems", "Design the next undesigned system", "Review and revise priorities"
3. Phase 2: Systems Enumeration (Collaborative)
Extract and identify all systems the game needs. This is the creative core of the skill — it requires human judgment because concept docs rarely enumerate every system explicitly.
Step 2a: Extract Explicit Systems
Scan the game concept for directly mentioned systems and mechanics:
- Core Mechanics section (most explicit)
- Core Loop section (implies what systems drive each loop tier)
- Technical Considerations section (networking, procedural generation, etc.)
- MVP Definition section (required features = required systems)
Step 2b: Identify Implicit Systems
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 · 293 lines · 26 tokens per session scan A 93ec7094ae38
map-systems is a skill published in the GitHub repository CoralGame/Claude-Code-Game-Studios (19 stars, last pushed 5mo ago), licensed MIT. It adds 26 tokens to every session and 2,627 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to map-systems, differing in 2 lines, and is treated as a copy.
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