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 linux-platform-securitygit 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/linux-platform-security)<a href="https://agentmods.dev/skills/gmh5225/awesome-game-security/linux-platform-security"><img src="https://agentmods.dev/badge/skills/gmh5225/awesome-game-security/linux-platform-security/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/linux-platform-security"><img src="https://agentmods.dev/badge/skills/gmh5225/awesome-game-security/linux-platform-security.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00093 | $0.01706 |
| Opus 5 | $0.00046 | $0.00853 |
| Sonnet 5 | $0.00019 | $0.00341 |
| Haiku 4.5 | $0.00009 | $0.00171 |
Grade A, and why
linux-platform-security 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 — 154 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Linux, SteamOS, and Proton Security
Use this skill for Linux-specific interpretation of platform and process evidence. Use reverse-engineering for binary reconstruction, graphics-api for rendering/capture, and dma-attack for device-originated memory access.
Establish the Execution Stack
Record native ELF versus Windows code under Proton, architecture, game build, runtime version, graphics stack, kernel/distribution, launch context, and active policy. Separate game code, Wine/Proton user-space components, translation libraries, and Linux kernel behavior.
Proton is a Wine-based compatibility tool. Its presence does not imply Windows kernel mechanisms are available, nor is it evidence of malicious virtualization. Wine components, DXVK/vkd3d-proton, different module layouts, and diagnostic output can be expected artifacts. Valve Proton
Platform and protection-component support are product/build-specific. Do not assume a Windows kernel component runs through Proton. Distinguish launcher, media, runtime, graphics, and policy failures before attributing failed startup to an account restriction or malicious activity. Valve Proton compatibility guidance
Privilege and Isolation Boundaries
| Surface | Documented distinction | Review implication |
|---|---|---|
| Credentials/capabilities | Capabilities divide privilege and are per-thread attributes | Record effective credentials and capability sets before asserting authority |
| User namespaces | UID 0 in a user namespace need not have host-root authority | Interpret credentials alongside mappings and namespace context |
| Seccomp | System-call filtering reduces interfaces; it is not a complete sandbox | Record active filter context and remaining boundaries |
| LSM policy | Availability, enabled modules, and actual enforcement differ | Confirm the selected policy rather than assuming SELinux/AppArmor from the OS name |
What ships with it
1 file 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 First seen · 154 lines · 93 tokens per session scan A 87f00a86696e
linux-platform-security is a skill published in the GitHub repository gmh5225/awesome-game-security (3,502 stars, last pushed today), licensed MIT. It adds 93 tokens to every session and 1,706 once invoked, about $0.0005 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 2026-09-09.
Other skills, from other repositories
luban-dev
A guide for Luban, a game-configuration tool that turns spreadsheets and schemas into C# code and binary data for a TEngine project.
html-to-ugui
A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.
maintaining-modding-environments
Use after first-run for ongoing modpack maintenance: update/install KB packs, author or register custom/mod KB packs, maintain localization glossary KBs for translator use, prune KB cache, health-check the environment, version-pin KB/tooling, or handle recurring BGS modding environment care.
using-bgs-translator
A translation workflow for Bethesda Game Studios plugins, which are game modification files such as .esp, .esm, and .esl. It prepares the plugin text for AI translation and exports files that xTranslator can use.
xedit-automation
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…