deploy

A workflow for publishing static browser games to Vibedgames, a hosting service that gives each game its own web address. It supports projects made with Vite, Phaser, Three.js, or plain HTML.

In plain words
What is it for?
It helps create a new game starter, choose an engine, build the project, and deploy it so people can play it at a Vibedgames address.
Why use it?
It removes the manual work of preparing a browser-game project for online hosting and provides commands for creating, building, and shipping it.

Skill for Claude CodeCodex

Part of the tooling plugin — 4 skills shipped together

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/kyh/vibedgames/deploy
Any agent
npx skills add kyh/vibedgames --skill deploy
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code, Codex.

Or install tooling, the plugin that ships this one along with the rest of its 4 skills.

Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,496 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 $0.00079 $0.01496
Opus 5 $0.00039 $0.00748
Sonnet 5 $0.00016 $0.00299
Haiku 4.5 $0.00008 $0.00150

Measured 3d ago against content hash ceda4fbb08a4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

deploy 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 3d 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.

plugins/tooling/skills/deploy/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.

Vibedgames Deploy

Deploy static browser games to {slug}.vibedgames.com using the vibedgames CLI.

vg not on PATH? The global install from vibedgames init is best-effort. If any vg <cmd> below fails with "command not found", substitute npx vibedgames <cmd> — it works identically.

Starting a new game

If the user has no project yet, scaffold one in a single command. vg new pulls the official engine template (or a minimal inline starter) and drops a vibedgames.json in place so deploy works without further config:

vg new my-game                     # Phaser 4 + Vite + TS (official phaserjs template)
vg new my-game --engine threejs    # Three.js + Vite + TS starter
vg new my-game --engine react-r3f  # React + R3F + drei + Vite + TS starter
vg new my-game --engine none       # minimal Vite + TS + canvas (offline; no engine)
vg new my-game --template foo/bar  # any github degit spec

Pick the engine that matches the game the user described:

  • 2D / pixel-art / arcade / platformerphaser (the default)
  • 3D / first-person / camera-driven, imperative scene codethreejs
  • 3D with React component model, declarative scenes, lots of UI overlayreact-r3f
  • Custom engine, plain canvas, or "I'll wire the deps myself"none

After scaffold:

cd my-game
npm install
npm run dev        # local preview

The matching skill (phaser, threejs, etc.) will load automatically in Claude Code based on the deps in package.json. Pass --here to scaffold into the current directory.

Prerequisites

The game directory must contain an index.html at the root. Typically this is the dist/ output from a build tool (Vite, webpack, etc.).

Deploy flow

1. Make sure the user is logged in

Always check auth before building or deploying. whoami exits non-zero when unauthenticated:

vg whoami

If it prints Not logged in (or similar) or exits with an error, run login before anything else:

vg login

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. 3d ago First seen · 149 lines · 79 tokens per session scan A ceda4fbb08a4

Subscribe to this mod's changes

deploy is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed yesterday), licensed MIT. It adds 79 tokens to every session and 1,496 once invoked, about $0.0004 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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