awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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.
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsnpx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/steam-publishWrote 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/gamedev-skills/awesome-gamedev-agent-skills/steam-publish)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/steam-publish"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/steam-publish/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/steam-publish"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/steam-publish.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector warn
SkillSpector: 2 findings, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Rogue Agent · line 64 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 131 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
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 | $0.00071 | $0.03465 |
| Opus 5.5 | $0.00028 | $0.01386 |
| Sonnet 5.5 | $0.00014 | $0.00693 |
| Haiku 4.5 | $0.00007 | $0.00347 |
Grade A, and why
steam-publish 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 2d 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.
How it starts
The opening of the file, as written. The whole thing — 248 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Steam Publish (Steamworks + SteamPipe)
Take a finished build to a live Steam store page. Two tracks run in parallel and both must be
approved before release: the store page (presence) and the build (SteamPipe upload +
the release checklists). This skill is the operational checklist; deep build-script,
CI/CD, and troubleshooting detail lives in references/steampipe-build-scripts.md.
When to use
- Use when setting up a Steam app, building/editing the store page, configuring depots and packages, uploading a build via SteamPipe/steamcmd, managing beta branches, or releasing and updating a Steam title.
- Triggers:
steam_appid.txt, the Steamworks SDKtools/ContentBuilder,app_build_*.vdf,steamcmd, "publish on Steam", "depot", "set build live".
When not to use: publishing on itch.io (use itch-publish); writing the
Steamworks API in-game (achievements/cloud/overlay live in engine SDK integrations, not
here); store/financial advice (pricing strategy, tax) — direct the user to Steamworks docs
and their own counsel.
Prerequisites (do these once, in order)
- Partner account + Steam Direct fee. Onboarding asks for legal identity, bank and tax details (tax verification can take up to 30 days). Each new app needs the Steam Direct fee (USD $100 or equivalent per app at time of writing): not refundable, recouped once the product reaches $1,000 Adjusted Gross Revenue, and not payable with Steam Wallet funds. You receive an App ID — find it on your Steamworks homepage. Treat the App ID as the key to everything below. For your first few titles, Valve also enforces a 21-day wait between paying the app fee and releasing that game, so pay it well before the planned launch date.
- A dedicated build account with least privilege. Builds require a Steam account in your
partner group with Edit App Metadata and Publish App Changes To Steam. Create a
separate build account with only those permissions (not your admin login). Posting the
Coming Soon page and releasing additionally need Manage pricing and discounts. Once the
app is released, setting a build live on
defaultneeds an extra confirmation sent to the Steam Mobile Authenticator or, failing that, by SMS — so the account that sets builds live needs one of them attached. - Download the Steamworks SDK on the upload machine. The SteamPipe tools are under
tools/ContentBuilder/.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 2d ago Changed · +36 lines 6af10062f431
- 4d ago Changed · +30 lines f7b4a40cd06a
- 1mo ago Changed · +3 lines 39ae5448175e
- 1mo ago First seen · 179 lines · 71 tokens per session scan A d0d1237a5f79
steam-publish is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 71 tokens to every session and 3,465 once invoked, about $0.0003 per session on Opus 5.5. 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.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…