map-systems

map-systems is a skill for Claude Code, Codex from Donchitos/Claude-Code-Game-Studios. It costs 26 tokens per session (3,716 once invoked), scanned A, original, MIT.

A game-design planning skill that breaks a game concept into separate systems, records their dependencies, and orders the design work.

In plain words
What is it for?
Use it to create or update a systems index, or to choose the next game system that should be designed.
Why use it?
It turns a broad game idea into a structured list of smaller areas to design, so important dependencies and missing systems are easier to see.

Skill for Claude CodeCodex

About the project

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.

Donchitos/Claude-Code-Game-Studios · 24,822 stars · on GitHub

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.

agentmods
npx agentmods add skills/donchitos/claude-code-game-studios/map-systems
Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill map-systems
Clone the repo
git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios

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 map-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/map-systems.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/map-systems)
Your own site
<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/map-systems"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/map-systems.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,716 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00026 $0.03716
Opus 5 $0.00013 $0.01858
Sonnet 5 $0.00005 $0.00743
Haiku 4.5 $0.00003 $0.00372

Measured yesterday against content hash a46393797f52, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 yesterday.

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.

Origin

Copies of this mod

3 near-identical copies found in the catalogue:

.claude/skills/map-systems/SKILL.md · 365 lines

How it starts

The opening of the file, as written. The whole thing — 365 lines — stays where its author put it; the contents beside it link to each section on GitHub.

When this skill is invoked:

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).

Also resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

See .claude/docs/director-gates.md for the full check pattern.


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.mdfail with a clear message if missing:

    "No game concept found at design/gdd/game-concept.md. Run /brainstorm first 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 AskUserQuestion to 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"

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)

Read the full file on GitHub · 365 lines

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. yesterday First seen · 365 lines · 26 tokens per session scan A a46393797f52

Subscribe to this mod's changes

map-systems is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,822 stars, last pushed 3mo ago), licensed MIT. It adds 26 tokens to every session and 3,716 once invoked, about $0.0001 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 2026-09-03.

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