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 striderZA/OpenCodeGameStudios --skill setup-enginegit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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/striderza/opencodegamestudios/setup-engine)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/setup-engine"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/setup-engine/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/striderza/opencodegamestudios/setup-engine"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/setup-engine.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 | $0.00044 | $0.09265 |
| Opus 5.5 | $0.00018 | $0.03706 |
| Sonnet 5.5 | $0.00009 | $0.01853 |
| Haiku 4.5 | $0.00004 | $0.00927 |
Grade A, and why
setup-engine 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 1mo 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.
This is a copy
92% identical to setup-engine — 787 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 827 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
1. Parse Arguments
Four modes:
- Full spec:
/setup-engine godot 4.6— engine and version provided - Engine only:
/setup-engine unity— engine provided, version will be looked up - No args:
/setup-engine— fully guided mode (engine recommendation + version) - Refresh:
/setup-engine refresh— update reference docs (see Section 10) - Upgrade:
/setup-engine upgrade [old-version] [new-version]— migrate to a new engine version (see Section 11)
2. Guided Mode (No Arguments)
If no engine is specified, run an interactive engine selection process:
Check for existing game concept
- Read
design/gdd/game-concept.mdif it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from/concept-brainstorm - If no concept exists, inform the user:
"No game concept found. Consider running
/concept-brainstormfirst to discover what you want to build — it will also recommend an engine. Or tell me about your game and I can help you pick."
If the user wants to pick without a concept, ask in this order:
Question 1 — Prior experience (ask this first, always, via question):
- Prompt: "Have you worked in any of these engines before?"
- Options:
Godot/Unity/Unreal Engine 5/Multiple — I'll explain/None of them - If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
- If "None" or "Multiple" → continue to the questions below.
Questions 2-6 — Decision matrix inputs (only if no prior engine experience):
Question 2 — Target platform (ask this second, always, via question — platform eliminates or heavily weights engines before any other factor):
- Prompt: "What platforms are you targeting for this game?"
- Options:
PC (Steam / Epic)/Mobile (iOS / Android)/Console/Web / Browser/Multiple platforms - Platform rules that feed directly into the recommendation:
- Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
- Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
- Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
- PC only → all engines viable; other factors decide
- Multiple → Unity is the most portable across PC/mobile/console
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.
- 1mo ago First seen · 827 lines · 44 tokens per session scan A 7685ab86c543
setup-engine is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (99 stars, last pushed 13d ago), licensed MIT. It adds 44 tokens to every session and 9,265 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 92% identical to setup-engine, differing in 787 lines, and is treated as a copy.
Other skills, from other repositories
professional-game-developer
Universal production game engineering skill — design, build, profile, test, and ship games across Unreal Engine 5, Unity 6 (DOTS), Godot 4.3+, Roblox (Luau), and Web/Custom engines with senior studio-grade architectural discipline. Encompasses all 42 specialized game studio job roles across 6 departments: Game Design…
design-system
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
setup-engine
Configure the project's game engine and version. Pins the engine in OPENCODE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
gate-check
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts.
reverse-document
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
estimate
Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.