hearth-build

hearth-build is a skill for Claude Code from echoo19/hearth. It costs 75 tokens per session (3,043 once invoked), scanned A, original, MIT.

A way to structure a Hearth game's world: scenes, entities, components, tilemaps, prefabs, animation state machines, and input bindings. Hearth is the game's editing and testing environment described by the commands in this skill.

In plain words
What is it for?
Creating and arranging levels, game objects, components, tilemaps, prefabs, animation states, and controls; changing properties, duplicating or moving entities, and validating their component paths.
Why use it?
It helps keep the game world's objects and relationships correctly arranged, including connected surfaces and aligned sprites and colliders, while leaving behavior and art to separate skills.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is hearth import asset ./art/ground-blob47.png --name ground-sheet --json.

Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/echoo19/hearth
agentmods
npx agentmods add skills/echoo19/hearth/hearth-build

Made for: Claude Code.

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 hearth-build

README.md
[![agentmods](https://agentmods.dev/badge/skills/echoo19/hearth/hearth-build.svg)](https://agentmods.dev/skills/echoo19/hearth/hearth-build)
Your own site
<a href="https://agentmods.dev/skills/echoo19/hearth/hearth-build"><img src="https://agentmods.dev/badge/skills/echoo19/hearth/hearth-build.svg" alt="Measured on agentmods" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,043 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 5.1 $0.00075 $0.03043
Opus 5 $0.00037 $0.01522
Sonnet 5 $0.00015 $0.00609
Haiku 4.5 $0.00007 $0.00304

Measured 6d ago against content hash 5667c05ce284, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

hearth-build 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 6d 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.

packages/examples/bounce-patrol/.claude/skills/hearth-build/SKILL.md · 234 lines

How it starts

The opening of the file, as written. The whole thing — 234 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Structuring a Hearth game's world

This skill covers structure — what exists in the game world: scenes, entities, components, tilemaps, prefabs, state machines, input bindings. Behavior lives in the hearth-code skill, art/tile sourcing in hearth-art, and the operating loop (inspect → validate → playtest) in the core hearth skill.

Scenes, entities, components

Create entities with their components inline; set properties by dot-path.

hearth create scene "Level 2"
hearth create entity "Level 1" Coin \
  --position 620,300 --tags pickup \
  --components '{"SpriteRenderer":{"shape":"circle","color":"#f1c40f","width":20,"height":20},"Collider":{"shape":"circle","radius":12,"isTrigger":true}}'

hearth set "Level 1" Coin Transform.position.x 200
hearth set-many "Level 1" Coin --properties '{"Transform.position.y":140,"SpriteRenderer.width":24}'
hearth add component "Level 1" Coin AudioSource --properties '{"assetId":"pickup"}'
hearth remove component "Level 1" Coin AudioSource
hearth duplicate entity "Level 1" Coin
hearth move entity "Level 1" Coin --position 300,140
hearth rename entity "Level 1" Coin Gem

set/set-many validate the full dot-path against the component's real schema and suggest a fix on a typo. Collider polygons must be convex with ≥3 points — split concave shapes across entities. All 23 component types: docs/components.md.

Gameplay primitives: reach for these before writing a controller

Movement, hit points, respawning, checkpoints, and HUD labels are components, not scripts. Configure them, then use scripts for the feel on top. Each one has a real "don't use this" case — read it before adding the component.

# Input-driven movement. Needs a PhysicsBody to write velocity into.
hearth add component "Level 1" Player PhysicsBody --properties '{"bodyType":"dynamic"}'
hearth add component "Level 1" Player CharacterController --properties '{"mode":"platformer","speed":220,"jumpHeight":90,"coyoteFrames":6,"jumpBufferFrames":6,"maxFallSpeed":900}'

# Hit points. Emits damaged/healed/died; deathAction defaults to event-only.
hearth add component "Level 1" Player Health --properties '{"max":3,"invulnerableFrames":45}'

# Respawn point + a checkpoint that moves it. Checkpoint needs a TRIGGER collider.
hearth add component "Level 1" Player Respawn
hearth add component "Level 1" Flag Collider --properties '{"shape":"box","width":24,"height":48,"isTrigger":true}'
hearth add component "Level 1" Flag Checkpoint --properties '{"target":"tag:player","once":true}'

# A HUD label the engine keeps current, with no script writing it.
hearth set-settings --game-state '{"score":{"type":"number","initial":0}}'
hearth add component "Level 1" ScoreLabel Text --properties '{"binding":{"key":"score","format":"Score: {value}"}}'

Read the full file on GitHub · 234 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. 6d ago First seen · 234 lines · 75 tokens per session scan A 5667c05ce284

Subscribe to this mod's changes

hearth-build is a skill published in the GitHub repository echoo19/hearth (62 stars, last pushed 1mo ago), licensed MIT. It adds 75 tokens to every session and 3,043 once invoked, about $0.0004 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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