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/summerengine/summer-engine-agent/remote-deploynpx skills add SummerEngine/summer-engine-agent --skill remote-deploygit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/remote-deploy)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/remote-deploy"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/remote-deploy.svg" alt="Measured on agentmods" 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 | $0.00103 | $0.02105 |
| Opus 5 | $0.00051 | $0.01052 |
| Sonnet 5 | $0.00021 | $0.00421 |
| Haiku 4.5 | $0.00010 | $0.00211 |
Grade A, and why
remote-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 6d 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 — 141 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/remote-deploy — Test the Game on a Real Device
Overview
Remote Deploy runs the game on an actual target device — a phone, tablet, or another machine — instead of inside the editor. It exports a debug build, installs and launches it on the device, and connects the running game back to the editor's debugger so the Output panel, errors, breakpoints, and profiler all work exactly like a local run.
Core principle: Remote Deploy is "Play, but on the hardware." Same debug loop, real device.
Capability gate comes first: before adding a Runnable preset or telling the user to pick a device, inventory the exact Summer build's export templates and the platform toolchain. A stock Summer 4.6.1 Mono install has only the macOS template. It cannot export Web, and Android/iOS/Windows/Linux are unavailable until a matching custom template or external build environment is configured. Never recommend or attempt a Remote Deploy target that has not passed this proof.
It is not the same as two neighbours:
| Action | What it does | Use it for |
|---|---|---|
| Play (▶) | Runs in the editor (embedded or windowed) | Fast iteration on the dev machine |
| Remote Deploy | Debug build → installs + runs on a device, remote-debugged | Testing real input/perf/screen on hardware |
export-and-ship (summer:export-and-ship) |
Supported local release builds | Preparing an artifact for a separate user-controlled distribution workflow |
If the user wants a release build for Steam / itch / the App Store, that is summer:export-and-ship, not this.
Where it is in the UI
- Agent-layout topnav: the button with the remote-play icon, immediately right of the Play/Stop button and the
▾run-options dropdown. Hover tooltip reads "Remote Deploy". - Clicking it opens a dropdown of detected targets, grouped by platform (e.g. an
Androidheader with each connected device under it). Picking a target deploys and runs there. - It is disabled (greyed out) with the tooltip "No Remote Deploy export presets configured." until the prerequisites below are met. A greyed button is the #1 thing users ask about — it almost always means "no runnable preset or no device detected," not a bug.
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.
- 6d ago First seen · 141 lines · 103 tokens per session scan A c9be1d619a7f
remote-deploy is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed yesterday), licensed MIT. It adds 103 tokens to every session and 2,105 once invoked, about $0.0005 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.
Other skills, from other repositories
self-evolve
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-build
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
vibegame-start
Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
hearth-feel
Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…