setup-engine

setup-engine is a skill for Claude Code, Codex from Donchitos/Claude-Code-Game-Studios. It costs 45 tokens per session (8,033 once invoked), scanned A, original, MIT.

A setup guide for choosing and configuring the game engine and version used by a project.

In plain words
What is it for?
Use it to configure or refresh engine documentation, or plan an engine version upgrade.
Why use it?
It keeps the engine version documented and identifies when reference information may need updating.

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/setup-engine
Any agent
npx skills add Donchitos/Claude-Code-Game-Studios --skill setup-engine
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 setup-engine

README.md
[![agentmods](https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/setup-engine.svg)](https://agentmods.dev/skills/donchitos/claude-code-game-studios/setup-engine)
Your own site
<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/setup-engine"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/setup-engine.svg" alt="Measured on agentmods" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 8,033 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 $0.00045 $0.08033
Opus 5 $0.00023 $0.04016
Sonnet 5 $0.00009 $0.01607
Haiku 4.5 $0.00005 $0.00803

Measured yesterday against content hash 7f4bc9868ca4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 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/setup-engine/SKILL.md · 717 lines

How it starts

The opening of the file, as written. The whole thing — 717 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

Four 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)
  • Refresh: /setup-engine refresh — update reference docs (see Section 10)
  • Upgrade: /setup-engine upgrade [old-version] [new-version] — migrate to a new engine version (see Section 11)

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.md if 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 /brainstorm first 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 in this order:

Question 1 — Prior experience (ask this first, always, via AskUserQuestion):

  • Prompt: "Have you worked in any of these engines before?"
  • Options: Godot / Unity / Unreal Engine 5 / Multiple — I'll explain / None of them
  • If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
  • If "None" or "Multiple" → continue to the questions below.

Questions 2-6 — Decision matrix inputs (only if no prior engine experience):

Question 2 — Target platform (ask this second, always, via AskUserQuestion — platform eliminates or heavily weights engines before any other factor):

  • Prompt: "What platforms are you targeting for this game?"
  • Options: PC (Steam / Epic) / Mobile (iOS / Android) / Console / Web / Browser / Multiple platforms
  • Platform rules that feed directly into the recommendation:
    • Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
    • Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
    • Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
    • PC only → all engines viable; other factors decide
    • Multiple → Unity is the most portable across PC/mobile/console

Read the full file on GitHub · 717 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 · 717 lines · 45 tokens per session scan A 7f4bc9868ca4

Subscribe to this mod's changes

setup-engine is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,822 stars, last pushed 3mo ago), licensed MIT. It adds 45 tokens to every session and 8,033 once invoked, about $0.0002 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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