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 CoralGame/Claude-Code-Game-Studios --skill setup-enginegit 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/setup-engine)<a href="https://agentmods.dev/skills/coralgame/claude-code-game-studios/setup-engine"><img src="https://agentmods.dev/badge/skills/coralgame/claude-code-game-studios/setup-engine/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/coralgame/claude-code-game-studios/setup-engine"><img src="https://agentmods.dev/badge/skills/coralgame/claude-code-game-studios/setup-engine.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 | $0.00045 | $0.02717 |
| Opus 5.5 | $0.00018 | $0.01087 |
| Sonnet 5.5 | $0.00009 | $0.00543 |
| Haiku 4.5 | $0.00005 | $0.00272 |
Grade A, and why
setup-engine 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 1mo 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
91% identical to setup-engine — 56 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 — 310 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
Three modes:
- Full spec:
/setup-engine godot 4.6— engine and version provided - Engine only:
/setup-engine unity— engine provided, version will be looked up - No args:
/setup-engine— fully guided mode (engine recommendation + version)
2. Guided Mode (No Arguments)
If no engine is specified, run an interactive engine selection process:
Check for existing game concept
- Read
design/gdd/game-concept.mdif it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from/brainstorm - If no concept exists, inform the user:
"No game concept found. Consider running
/brainstormfirst to discover what you want to build — it will also recommend an engine. Or tell me about your game and I can help you pick."
If the user wants to pick without a concept, ask:
- What kind of game? (2D, 3D, or both?)
- What platforms? (PC, mobile, console, web?)
- Team size and experience? (solo beginner, solo experienced, small team?)
- Any strong language preferences? (GDScript, C#, C++, visual scripting?)
- Budget for engine licensing? (free only, or commercial licenses OK?)
Produce a recommendation
Use this decision matrix:
| Factor | Godot 4 | Unity | Unreal Engine 5 |
|---|---|---|---|
| Best for | 2D games, small 3D, solo/small teams | Mobile, mid-scope 3D, cross-platform | AAA 3D, photorealism, large teams |
| Language | GDScript (+ C#, C++ via extensions) | C# | C++ / Blueprint |
| Cost | Free, MIT license | Free under revenue threshold | Free under revenue threshold, 5% royalty |
| Learning curve | Gentle | Moderate | Steep |
| 2D support | Excellent (native) | Good (but 3D-first engine) | Possible but not ideal |
| 3D quality ceiling | Good (improving rapidly) | Very good | Best-in-class |
| Web export | Yes (native) | Yes (limited) | No |
| Console export | Via third-party | Yes (with license) | Yes |
| Open source | Yes | No | Source available |
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.
- 1mo ago First seen · 310 lines · 45 tokens per session scan A cd69ce114aa6
setup-engine is a skill published in the GitHub repository CoralGame/Claude-Code-Game-Studios (19 stars, last pushed 7mo ago), licensed MIT. It adds 45 tokens to every session and 2,717 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 91% identical to setup-engine, differing in 56 lines, and is treated as a copy.
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