Borrowing it
Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/.claude/skills/yume-design/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-design)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-design"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-design/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/kamwoh/yume/yume-design"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-design.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 | $0.00163 | $0.12125 |
| Opus 5 | $0.00081 | $0.06062 |
| Sonnet 5 | $0.00033 | $0.02425 |
| Haiku 4.5 | $0.00016 | $0.01213 |
Grade A, and why
yume-design 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 11d 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 — 955 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-design — text-to-game pipeline
Turn a prose game description into a runnable Yume game.
REVISION BANNER 2026-05-16 (ADR 0009 revision, tasks #109 + #110). The file layout in this skill below still mentions the legacy
world/rules.json+game/goals.jsonsplit in several places. Treat these as the CURRENT shape:
world/rules/*.json(directory of feature modules) — all rule authoring goes here. Filename prefix (01_,02_, ...) sets load order. Engine globs + concatenates alpha-sorted.- Single-file
world/rules.jsonstill works for small games (chess, sokoban). Pick whichever fits the game's size.game/goals.jsonis GONE. Its content moves toworld/rules/13_transitions.json(boot/day-boundary/win/lose signal-rules) +world/rules/14_objectives.json(HUD-text updates + tutorial overlays).- Declarative win:/lose: blocks live in
hud.json(HUD-driven overlay; the engine evaluates them per-frame and shows the win/lose panel automatically).game/flow.json(multi-level progression) is unchanged.- Skill ownership: yume-systems-designer writes all rule files. yume-game-rules-designer's scope shrinks to declarative HUD win/lose blocks + game/flow.json. See each skill's own header.
Usage
/yume-design <prose description of the game>
/yume-design "a farming sim where moonlight grows crops faster" --style=pixel-art --name=<your-game>
/yume-design "a roguelike where vampires steal HP from light sources" --with-assets
/yume-design "explore a fortified river town and collect 5 lost relics" --scene --with-assets
Args (parsed from the user's prompt after /yume-design):
<prose>— the game description (free-form). Required.--style=<value>—pixel-art/low-poly-3d/ascii/realistic. Defaults to user-stated preference in prose, elsepixel-art.--name=<slug>— game folder name. Defaults to a slug derived from the prose (auto-suggest: ask user to confirm).--scene— generate a 3D world for the game first (the World layer, viacompose_world): a semantic-map + heightmap-driven map with biome ground, water, and placed environment props. The game's mechanics then layer ONTO that world. Default: no generated world (the game owns its own flat scene). NeedsOPENAI_API_KEY— if absent, the flag is DROPPED (graceful degrade to a flat code-draw scene + a warning), never a crash. See Phase 0 step 2a.--with-assets— after the game is built, auto-run the AI asset pipeline (tools.yume_assetgen) to replace code-draw visuals with generated textures + meshes. Default: skip (code-draw fallback). Needs an image key +TRIPO_API_KEY— if absent, the flag is DROPPED (graceful degrade to code-draw visuals + a warning).
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.
- 11d ago First seen · 955 lines · 163 tokens per session scan A 9b2a48d74a47
yume-design is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 163 tokens to every session and 12,125 once invoked, about $0.0008 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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