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 devinilabs/pro-skill --skill ship-web-gamesgit clone --depth 1 https://github.com/devinilabs/pro-skillWrote 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/devinilabs/pro-skill/ship-web-games)<a href="https://agentmods.dev/skills/devinilabs/pro-skill/ship-web-games"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/ship-web-games/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/devinilabs/pro-skill/ship-web-games"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/ship-web-games.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 | $0.00050 | $0.00216 |
| Opus 5.5 | $0.00020 | $0.00086 |
| Sonnet 5.5 | $0.00010 | $0.00043 |
| Haiku 4.5 | $0.00005 | $0.00022 |
Grade A, and why
ship-web-games 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
100% identical to ship-web-games — 0 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.
What it actually says
Ship Web Games
Release only a verified commit and prove the deployed game, not merely the local build.
Release sequence
- Confirm the exact integration commit and preserve unrelated work.
- Run focused tests, lint/type checks, production build, and diff checks.
- Package and deploy the exact validated commit.
- Poll deployment status and open the production game in the repository-approved browser.
Production proof
Verify load, first input, one combat or core interaction, assets, save/settings if applicable, responsive view, console health, and representative performance. Report the deployed state separately from local readiness.
Finish cleanly
Record release evidence and rollback target. Close temporary dev servers, benchmarks, and QA tabs once no longer needed; do not terminate resources owned by another active task.
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.
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 · 24 lines · 50 tokens per session scan A 519256cb8d55
ship-web-games is a skill published in the GitHub repository devinilabs/pro-skill (28 stars, last pushed 2mo ago), licensed MIT. It adds 50 tokens to every session and 216 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to ship-web-games, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
scenario-unity-web
Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not…
scenario-godot-performance-export
Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS…
fivem-deployment
Trigger: server artifacts, FXServer, txAdmin, server.cfg, gamebuild, svenforceGameBuild, update server, deploy, EOL, recommended build. Pick, pin and deploy a supported FXServer build.
desktop-distribution
Shipping a desktop FRB2 build — self-contained per-RID publish and the macOS .app layout. Triggers: PublishProfile, SelfContained, RuntimeIdentifier, osx-arm64, Contents/MacOS, Contents/Resources.
godot-prompter-dedicated-server
Imported GodotPrompter guidance for dedicated-server workflows in game development projects. Use when building a headless Godot dedicated server: export, server loop, and deployment.
studio-performance-release-lead
Use when you need to coordinate Godot profiling, optimization, export readiness, platform checks, release checklists, store workflow, and post-launch patch planning.