hearth-playtest

hearth-playtest is a skill for Claude Code from echoo19/hearth. It costs 112 tokens per session (2,006 once invoked), scanned A, original, MIT.

An automated game test that has bots play a scene repeatedly with different starting values, called seeds. It reports crashes, places where play gets stuck, and goals the game fails to complete.

In plain words
What is it for?
Use it after gameplay changes, when investigating bug reports, or before declaring a level finished. It can also turn a failed run into a lasting regression test.
Why use it?
It finds unexpected gameplay failures that scripted tests may miss and gives each failure a repeatable seed for debugging.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

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/echoo19/hearth/hearth-playtest
Any agent
npx skills add echoo19/hearth --skill hearth-playtest
Clone the repo
git clone --depth 1 https://github.com/echoo19/hearth

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-playtest

README.md
[![agentmods](https://agentmods.dev/badge/skills/echoo19/hearth/hearth-playtest.svg)](https://agentmods.dev/skills/echoo19/hearth/hearth-playtest)
Your own site
<a href="https://agentmods.dev/skills/echoo19/hearth/hearth-playtest"><img src="https://agentmods.dev/badge/skills/echoo19/hearth/hearth-playtest.svg" alt="Measured on agentmods" height="20"></a>
Per session 112 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,006 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 $0.00112 $0.02006
Opus 5 $0.00056 $0.01003
Sonnet 5 $0.00022 $0.00401
Haiku 4.5 $0.00011 $0.00201

Measured 6d ago against content hash 7dda20012f51, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

hearth-playtest 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-playtest/SKILL.md · 149 lines

How it starts

The opening of the file, as written. The whole thing — 149 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bot playtesting: the engine plays your game

Scripted playtests (the hearth and hearth-feel skills) assert behavior you already know to check. A sweep finds the behavior you didn't think to check: bot policies play the scene headlessly across many seeds at full speed, and hand you a compact report of softlocks, crashes, stuck states, and unreached objectives. Because every run is deterministic, any failure is a perfect repro — and you can freeze it into a permanent regression test. This is the closed loop: play → judge → fix → guard.

Sweeps are read-only (no build permission). The bots produce evidence; you judge it — bots don't know if a game is fun, only whether it broke or stalled.

When to sweep

Three moments, non-negotiable:

  • After any gameplay change. Zero setup — mash works on every game:
    hearth sweep "Level 1" --json
    
    Let the engine try inputs you'd never think to try before you move on.
  • When a bug is reported — sweep for a repro FIRST, then debug. A failing seed is a deterministic, replayable repro; don't debug from a vague report. Find the seed, then open the systematic-debugging loop against it.
  • Before calling a level "done." Prove the player can actually finish it: seek the exit with a reach objective (below). "It runs" is not "it's beatable."

Policies: which bot, when

Pass one or more with --policies (comma-separated). mash and idle need no setup; wander and seek steer an avatar (the sole input-reading entity, or --avatar <ref>), and seek also needs --target.

Policy What it does Reach for it when
mash Chaos monkey — random weighted-persistence input on every declared action. Zero config. The default. Every sweep after a gameplay change; smoking out crashes and softlocks.
idle No input at all. Cutscenes, auto-play, timeouts — catch anything that breaks when the player does nothing.
wander Curiosity-driven exploration; steers toward unvisited reachable cells. Coverage — "is any part of this level unreachable or a trap?"
seek Beelines an avatar to a fixed target. Verification — "can the player actually get to the exit?" Pair with a reach objective.

Read the full file on GitHub · 149 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 · 149 lines · 112 tokens per session scan A 7dda20012f51

Subscribe to this mod's changes

hearth-playtest is a skill published in the GitHub repository echoo19/hearth (62 stars, last pushed 1mo ago), licensed MIT. It adds 112 tokens to every session and 2,006 once invoked, about $0.0006 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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