self-evolve

self-evolve is a skill for Claude Code, Codex from tettethu/VibeGame. It costs 50 tokens per session (6,069 once invoked), scanned A, original, Apache-2.0.

A process for turning lessons from a finished game into reusable design and implementation guidance for future projects.

In plain words
What is it for?
Use it at the end of a project to review the result, update reusable skeletons, contracts, and modules, and pass art-specific lessons to the art workflow.
Why use it?
It carries forward proven project patterns so new games can start with established rules and workflows.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it at the end of a project to review the result, update reusable skeletons, contracts, and modules, and pass art-specific lessons to the art workflow.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tettethu/vibegame/self-evolve
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 tettethu/VibeGame --skill self-evolve
Clone the repo
git clone --depth 1 https://github.com/tettethu/VibeGame

Made for: Claude Code, Codex.

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 self-evolve

README.md
[![agentmods](https://agentmods.dev/badge/skills/tettethu/vibegame/self-evolve.svg)](https://agentmods.dev/skills/tettethu/vibegame/self-evolve)
Your own site
<a href="https://agentmods.dev/skills/tettethu/vibegame/self-evolve"><img src="https://agentmods.dev/badge/skills/tettethu/vibegame/self-evolve.svg" alt="Measured on agentmods" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,069 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 warn 7 Sept 2026
SkillSpector: 8 findings, up to high

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • high Rogue Agent · line 2
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 12
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 26
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 35
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 263
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 301
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 358
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
  • high Rogue Agent · line 6
    Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.
    Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
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 $0.00050 $0.06069
Opus 5 $0.00025 $0.03034
Sonnet 5 $0.00010 $0.01214
Haiku 4.5 $0.00005 $0.00607

Measured 9d ago against content hash 9715c7dc1b5f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

self-evolve 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 9d 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.

src/skills/self-evolve/SKILL.md · 383 lines

How it starts

The opening of the file, as written. The whole thing — 383 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Self-Evolve

Run at the end of a project to promote what worked in this project into framework-level priors. Future projects then start ahead because vibegame init ships the priors.

Workflow

The orchestrator coordinates this workflow and owns code and architecture outputs (modules, skeletons, and contracts excluding the Artist chapter). Skeleton-specific errors belong inside the matching skeleton. Art-recipe distillation belongs to artist via the artist-self-evolve skill — dispatch it in parallel.

  1. Self Check. Before promoting or syncing a skeleton, audit the finished project itself. The project will become a future starting point, so fix these issues in the project before opening a task to convert it into skeletons/<slug>/:

    • Engine-owned runtime facts stay engine-owned. Anything the engine can express — especially visual scale, width / height, offset, pivot, depth, collider width / height, collider offset, collider pivot, scroll factor, animation clip timing, and similar runtime visual / collision behavior — must be declared in scene JSON, node JSON, manifest metadata, or config that the engine reads. Do not bypass the engine by setting visual scale / offset / pivot or collider scale / offset / pivot imperatively in scripts when an engine parameter exists.
    • No unexplained hard-coded numbers. Gameplay, physics, visual sizing, hitbox dimensions, spawn timing, camera bounds, UI placement, and animation timing must come from scene JSON, node JSON, manifest metadata, or config. Numeric constants in scripts are allowed only for local math identities or tiny implementation defaults that are not game tuning; otherwise move them to config before evolve.
    • Single-node config stays inline. If a config value only applies to one node instance, put it in that node's inline config in the scene / node JSON. Create config/*.json only for shared tuning used by multiple nodes, reusable rosters/tables, large state machines, or values intentionally edited as a named subsystem.

Read the full file on GitHub · 383 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. 9d ago First seen · 383 lines · 50 tokens per session scan A 9715c7dc1b5f

Subscribe to this mod's changes

self-evolve is a skill published in the GitHub repository tettethu/VibeGame (212 stars, last pushed 9d ago), licensed Apache-2.0. It adds 50 tokens to every session and 6,069 once invoked, about $0.0003 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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