Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.
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/donchitos/claude-code-game-studios/balance-checknpx skills add Donchitos/Claude-Code-Game-Studios --skill balance-checkgit clone --depth 1 https://github.com/Donchitos/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/donchitos/claude-code-game-studios/balance-check)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/balance-check"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/balance-check.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 5.1 | $0.00061 | $0.01023 |
| Opus 5 | $0.00030 | $0.00511 |
| Sonnet 5 | $0.00012 | $0.00205 |
| Haiku 4.5 | $0.00006 | $0.00102 |
Grade A, and why
balance-check 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 7d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- balance-check — 95% identical, 1 lines differ
How it starts
The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phase 1: Identify Balance Domain
Determine the balance domain from $ARGUMENTS[0]:
- Combat → weapon/ability DPS, time-to-kill, damage type interactions
- Economy → resource faucets/sinks, acquisition rates, item pricing
- Progression → XP/power curves, dead zones, power spikes
- Loot → rarity distribution, pity timers, inventory pressure
- File path given → load that file directly and infer domain from content
If no argument, ask the user which system to check.
Phase 2: Read Data Files
Read relevant files from assets/data/ and design/balance/ for the identified domain.
Note every file read — they will appear in the Data Sources section of the report.
Phase 3: Read Design Document
Read the GDD for the system from design/gdd/ to understand intended design targets,
tuning knobs, and expected value ranges. This is the baseline for "correct" behaviour.
Phase 4: Perform Analysis
Run domain-specific checks:
Combat balance:
- Calculate DPS for all weapons/abilities at each power tier
- Check time-to-kill at each tier
- Identify any options that dominate all others (strictly better)
- Check if defensive options can create unkillable states
- Verify damage type/resistance interactions are balanced
Economy balance:
- Map all resource faucets and sinks with flow rates
- Project resource accumulation over time
- Check for infinite resource loops
- Verify gold sinks scale with gold generation
- Check if any items are never worth purchasing
Progression balance:
- Plot the XP curve and power curve
- Check for dead zones (no meaningful progression for too long)
- Check for power spikes (sudden jumps in capability)
- Verify content gates align with expected player power
- Check if skip/grind strategies break intended pacing
Loot balance:
- Calculate expected time to acquire each rarity tier
- Check pity timer math
- Verify no loot is strictly useless at any stage
- Check inventory pressure vs acquisition rate
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.
- 7d ago First seen · 124 lines · 61 tokens per session scan A c668fe38534a
balance-check is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,838 stars, last pushed 3mo ago), licensed MIT. It adds 61 tokens to every session and 1,023 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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achievements
Steam-style achievement system with XP, levels, streaks, and skill trees. Gamifies the development workflow. 25 achievements across 5 categories.
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Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.
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Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.
unity-networking
Use when adding multiplayer or networked features — Netcode for GameObjects vs Mirror vs Fishnet decisions, authority models, state synchronization, lobby systems, and network architecture patterns.