pawnsim

pawnsim is a skill for Claude Code from MelonS/MelonS-Agents. It costs 33 tokens per session (857 once invoked), scanned A, original, MIT.

A small Unity game prototype in which a few settlers manage food, sleep, mood, and basic resources in a top-down colony. It is a limited demonstration project, not a complete colony simulator.

In plain words
What is it for?
Use it to study or demonstrate game development tasks such as movement, resource gathering, simple decision-making, events, save/load, and a basic user interface.
Why use it?
It provides a bounded example of building and balancing a game with an AI coding agent. The fixed scope makes the prototype easier to develop and assess.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to study or demonstrate game development tasks such as movement, resource gathering, simple decision-making, events, save/load, and a basic user interface.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/melons/melons-agents/pawnsim
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.

Any agent
npx skills add MelonS/MelonS-Agents --skill pawnsim
Clone the repo
git clone --depth 1 https://github.com/MelonS/MelonS-Agents

Made for: Claude Code.

Wrote 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.

agentmods badge for pawnsim

README.md
[![agentmods](https://agentmods.dev/badge/skills/melons/melons-agents/pawnsim/github.svg)](https://agentmods.dev/skills/melons/melons-agents/pawnsim)
Your own site
<a href="https://agentmods.dev/skills/melons/melons-agents/pawnsim"><img src="https://agentmods.dev/badge/skills/melons/melons-agents/pawnsim/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.

agentmods 80×15 button for pawnsim

Your own site · 80×15
<a href="https://agentmods.dev/skills/melons/melons-agents/pawnsim"><img src="https://agentmods.dev/badge/skills/melons/melons-agents/pawnsim.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 857 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00033 $0.00857
Opus 5.5 $0.00013 $0.00343
Sonnet 5.5 $0.00007 $0.00171
Haiku 4.5 $0.00003 $0.00086

Measured 2mo ago against content hash f091b1537a0b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

pawnsim 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 2mo 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.

games/pawnsim/SKILL.md · 91 lines

How it starts

The opening of the file, as written. The whole thing — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.

pawnsim

Unity mini colony-sim-style colony sim vertical slice, built in 7 days using game-dev-agent for asset generation, code scaffolding, balance tuning, and in-game AI Director.

Reference game

콜로니 심 장르. We're building a vertical slice — NOT a clone, NOT competing. Demonstration only.

Scope (locked at start of Day 1)

Included Excluded
2-3 pawns 10+ pawns
3 needs (food, sleep, mood) 8+ needs
2 resources (wood, food) full economy + production chains
3-4 actions (chop, eat, sleep, wander) building, crafting, research
50×50 tilemap open world / multiple biomes
AI Director — 3-5 event types seasons, weather sim, raids
Utility AI (highest-need priority) mood / relationship simulation
Basic save/load (JSON) autosave / multi-slot / cloud
Top-down 2D 3D / isometric

End-of-day deliverable schedule

Day What .exe shows when launched
1 Title → Start → empty tilemap + 1 idle pawn, clickable
2 Pawn moves on right-click, needs UI panel ticking down
3 Trees on map, pawn can chop wood, wood counter rises
4 3 pawns, autonomous needs satisfaction (utility AI)
5 AI Director generates random events (LLM-driven text)
6 Save/load works, BGM + SFX added
7 Polish + demo video + portfolio README

Each day = builds/day-X-2026-MM-DD.exe snapshot saved.

Directory layout

games/pawnsim/
├── SKILL.md (this file)
├── unity-project/          # Unity 2022.3.32f1 project root
│   ├── Assets/
│   │   ├── Scripts/        # C# (generated by code_assist module)
│   │   ├── Sprites/        # 2D art (generated by asset_gen module)
│   │   ├── Audio/          # BGM + SFX (generated by audio_gen module)
│   │   ├── Configs/        # ScriptableObject balance data
│   │   └── Scenes/
│   ├── Packages/
│   └── ProjectSettings/
├── builds/                 # End-of-day .exe snapshots (gitignored)
│   ├── day-1-2026-05-26.exe
│   └── ...
└── docs/
    ├── DESIGN.md           # Scope + system list
    ├── AGENT_LOG.md        # What the agent did each day
    └── DEMO.md             # Demo video script + portfolio narrative

Read the full file on GitHub · 91 lines

Files

What ships with it

60 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.

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. 2mo ago First seen · 91 lines · 33 tokens per session scan A f091b1537a0b

Subscribe to this mod's changes

pawnsim is a skill published in the GitHub repository MelonS/MelonS-Agents (17 stars, last pushed 2mo ago), licensed MIT. It adds 33 tokens to every session and 857 once invoked, about $0.0001 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.

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