awesome-game-security is a curated collection focused on security research for games and game software, including cheating, anti-cheat systems, debugging, and anti-debugging. It is intended for security researchers and developers studying or building game-protection tools. The catalogue entries provide skills for AI coding agents related to the repository’s security workflows.
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.
npx skills add gmh5225/awesome-game-security --skill game-hackinggit clone --depth 1 https://github.com/gmh5225/awesome-game-securityWrote 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/gmh5225/awesome-game-security/game-hacking)<a href="https://agentmods.dev/skills/gmh5225/awesome-game-security/game-hacking"><img src="https://agentmods.dev/badge/skills/gmh5225/awesome-game-security/game-hacking/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/gmh5225/awesome-game-security/game-hacking"><img src="https://agentmods.dev/badge/skills/gmh5225/awesome-game-security/game-hacking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00045 | $0.00279 |
| Opus 5.5 | $0.00018 | $0.00112 |
| Sonnet 5.5 | $0.00009 | $0.00056 |
| Haiku 4.5 | $0.00005 | $0.00028 |
Grade A, and why
game-hacking-techniques 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 1mo 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.
What it actually says
Game-hacking techniques
Map what an attacker observes or controls, the required capability, the trust boundary crossed, and where defenders have evidence or authority.
Topic routing
- Capabilities and core techniques for privilege levels, manipulation, injection, and cheat categories.
- Rendering, memory, and input for overlays, access paths, driver communication, world-to-screen, and input.
- Platform and evasion for EFI, device identity, stack behavior, and anti-detection concepts.
- Engines and workflow for engine-specific surfaces and representative research workflows.
- Attack-surface map, repository resources, and repository map for evidence and source selection.
Use the narrower engine, graphics, DMA, kernel, mobile, server, or supply-chain skill when one boundary dominates. Keep recommendations defensive and within the user's authorized scope.
What ships with it
7 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.
- references/attack-surface-map.md 5.3 KB
- references/capabilities-and-core-techniques.md 11 KB
- references/engines-and-workflow.md 863 B
- references/platform-and-evasion.md 3.4 KB
- references/rendering-memory-and-input.md 8.1 KB
- references/repository-map.md 4.9 KB
- references/repository-resources.md 4.3 KB
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.
- 1mo ago Changed · -736 lines · -50 tokens per session 94986bbf34a7
- 1mo ago Changed · -19 lines · +30 tokens per session fe5ebbdf24c6
- 1mo ago First seen · 774 lines · 65 tokens per session scan A 858b9583c011
game-hacking-techniques is a skill published in the GitHub repository gmh5225/awesome-game-security (3,645 stars, last pushed today), licensed MIT. It adds 45 tokens to every session and 279 once invoked, about $0.0002 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 2026-08-30.
Other skills, from other repositories
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Use whenever the task involves inspecting, modifying, or building plugins for Bethesda games via the forked xEdit automation daemon. Loads first; routes to the right path (MCP intent tool, MCP atomic passthrough, or sub-agent delegation) and prevents the agent from bypassing the harness.
unity-agent-workflows
Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…
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