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 agentmods add skills/kyh/vibedgames/multiplayernpx skills add kyh/vibedgames --skill multiplayergit clone --depth 1 https://github.com/kyh/vibedgamesWhat 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 | $0.00078 | $0.04855 |
| Opus 5 | $0.00039 | $0.02427 |
| Sonnet 5 | $0.00016 | $0.00971 |
| Haiku 4.5 | $0.00008 | $0.00485 |
Grade C, and why
multiplayer scanned grade C with 1 finding 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.
Recursive force deletehighDestructive command
rm -rf with a variable or a broad path is one typo away from removing the wrong tree.
Use the adapter pattern. Single-player should still work after `rm -rf net/`. How it starts
The opening of the file, as written. The whole thing — 550 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Vibedgames Multiplayer
Add real-time multiplayer to any browser game with @vibedgames/multiplayer.
Install
npm install @vibedgames/multiplayer
Two entry points
@vibedgames/multiplayer— framework-agnosticMultiplayerClientclass (Phaser, Three.js, vanilla JS)@vibedgames/multiplayer/react— React hooks wrapping the client
Party host
Every example below assumes this constant. Define it once — in a real
game it lives in net/client.ts (see Architecture patterns) — and import it;
never repeat the literal per call site:
export const PARTY_HOST = "https://vibedgames-party.kyh.workers.dev";
Core concepts
Three types of state:
- Shared state — one copy, all players see the same (game world, score, phase). Host-only writes.
- Player state — per-player, owned by that player (position, health, intent flags).
- Events — fire-and-forget messages, broadcast to everyone (explosions, kills, pings).
The host (first player) runs authoritative game logic. If the host leaves, the next-joined player is reassigned as host.
Room caps (overflow to new rooms)
By default a room is unlimited. Pass maxPlayers to cap it; when full, the
next player overflows into a sibling room ({room}~2, {room}~3, …) and the
SDK reconnects them there transparently — extra players get a parallel match
instead of being turned away.
const client = new MultiplayerClient({
host: PARTY_HOST,
party: "vg-server",
room: "arena",
maxPlayers: 8, // 9th player lands in "arena~2", 17th in "arena~3", …
});
client.room; // the room you actually landed in — "arena" or an overflow sibling
useMultiplayerRoom takes the same maxPlayers option; read the live id off room.room for "Room #2"-style UI.
Notes:
- Enforced server-side and clamped to a hard ceiling — a client can't size a room arbitrarily large.
- All clients must pass the same
maxPlayers(ship it in shared config); mixing values makes the effective cap depend on who connects. - Overflow rooms are independent worlds (separate host, separate
sharedState) — no cross-room matchmaking. Players inarenaandarena~2can't see each other. - Omit
maxPlayersfor unlimited.
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.
- 3d ago First seen · 550 lines · 78 tokens per session scan C f2a3cc5bb115
multiplayer is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed yesterday), licensed MIT. It adds 78 tokens to every session and 4,855 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it C with 1 finding (recursive force delete). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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