A skill your agent uses when working with Phaser 4 scenes. An agent skill from autonomous-ai/openharness.

MITAuto-check passed

Install Scenes

skills CLI
$ npx skills add autonomous-ai/openharness --skill scenes -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness scenes --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/scenes .claude/skills/scenes && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
scenes
GitHub stars
1.1k
Token cost
~4.7k tokens
SKILL.md length
1,214 words
Files
2 (incl. references)
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when working with Phaser 4 scenes. An agent skill from autonomous-ai/openharness.

  • Works in 10 steps: PENDING (0) - Scene is registered but… → INIT (1) - scene.init(data) is called if… → START (2) - Systems.start() fires.… → …
  • Working with Phaser 4 scenes
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and Events, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Scenes is an agent skill from autonomous-ai/openharness. Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager.

Its SKILL.md is about 4.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/REFERENCE.md`).

The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Working with Phaser 4 scenes
  • Scene lifecycle
  • Scene transition

Example prompts

  • “/scenes”

Workflow steps

10 steps, taken from the first numbered list in SKILL.md.

  1. PENDING (0) - Scene is registered but not yet started.
  2. INIT (1) - scene.init(data) is called if defined. Data comes from settings.data.
  3. START (2) - Systems.start() fires. Events start and ready are emitted.
  4. LOADING (3) - scene.preload() is called if defined. Loader runs. On completion, proceeds to create.
  5. CREATING (4) - scene.create(data) is called if defined. Same data as init.
  6. RUNNING (5) - scene.update(time, delta) called every frame. Scene renders.
  7. PAUSED (6) - No update, but still renders.
  8. SLEEPING (7) - No update, no render. State preserved in memory.
  9. SHUTDOWN (8) - Scene is shut down, systems emit shutdown. Can be restarted.
  10. DESTROYED (9) - Scene is fully destroyed. Cannot be restarted.

What it can do on your machine

Read from SKILL.md and the folder at commit 50da5db. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenes loads about 4.7k tokens when it runs, and up to ~5.7k if it reads all its reference files. Until then it costs about 73 tokens; SKILL.md has 1,214 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~73
When it runs · the whole SKILL.md, loaded when a task matches
~4.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit 50da5db, republished under its MIT licence (© autonomous-ai). 1,214 words, ~4,678 tokens.

Download SKILL.mdSave it as .claude/skills/scenes/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
scenes
description
Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager.

Scenes

Scenes are the organizational backbone of a Phaser game. Each Scene has its own lifecycle (init, preload, create, update), its own set of injected systems (this.add, this.input, this.cameras, etc.), and can be started, stopped, paused, slept, or run in parallel with other Scenes. The ScenePlugin (this.scene) controls all multi-scene orchestration.

Key source paths: src/scene/Scene.js, src/scene/Systems.js, src/scene/SceneManager.js, src/scene/ScenePlugin.js, src/scene/Settings.js, src/scene/const.js, src/scene/events/, src/scene/InjectionMap.js Related skills: ../game-setup-and-config/SKILL.md, ../loading-assets/SKILL.md, ../events-system/SKILL.md

Quick Start

js
// Minimal scene with all lifecycle methods
class GameScene extends Phaser.Scene {
    constructor() {
        super('GameScene');
    }

    init(data) {
        // Called first. Receives data passed from other scenes.
        // 'data' is whatever was passed via scene.start('GameScene', { level: 1 })
        this.level = data.level || 1;
    }

    preload() {
        // Called after init. Load assets here.
        this.load.image('logo', 'assets/logo.png');
    }

    create(data) {
        // Called after preload completes. Set up game objects.
        // 'data' is the same object passed to init.
        this.add.image(400, 300, 'logo');
    }

    update(time, delta) {
        // Called every frame while scene is RUNNING.
        // time: current time (ms), delta: ms since last frame (smoothed)
    }
}

const config = {
    width: 800,
    height: 600,
    scene: [GameScene]
};

const game = new Phaser.Game(config);

Core Concepts

Scene Lifecycle

The lifecycle is driven by SceneManager.bootScene() and SceneManager.create():

  1. PENDING (0) - Scene is registered but not yet started.
  2. INIT (1) - scene.init(data) is called if defined. Data comes from settings.data.
  3. START (2) - Systems.start() fires. Events start and ready are emitted.
  4. LOADING (3) - scene.preload() is called if defined. Loader runs. On completion, proceeds to create.
  5. CREATING (4) - scene.create(data) is called if defined. Same data as init.
  6. RUNNING (5) - scene.update(time, delta) called every frame. Scene renders.
  7. PAUSED (6) - No update, but still renders.
  8. SLEEPING (7) - No update, no render. State preserved in memory.
  9. SHUTDOWN (8) - Scene is shut down, systems emit shutdown. Can be restarted.
  10. DESTROYED (9) - Scene is fully destroyed. Cannot be restarted.

State constants are on Phaser.Scenes: Phaser.Scenes.PENDING, Phaser.Scenes.RUNNING, etc.

Flow when no preload exists: init() -> create() -> update() loop (preload is skipped entirely).

Flow with preload: init() -> preload() -> loader runs -> create() -> update() loop.

Scene-Injected Properties

These properties are injected into every Scene instance via the InjectionMap (src/scene/InjectionMap.js). The left side is the Systems key, the right is the Scene property name.

Global Managers (shared across all scenes)
Scene PropertyTypeDescription
this.gamePhaser.GameThe Game instance
this.rendererCanvasRenderer | WebGLRendererThe active renderer
this.animsPhaser.Animations.AnimationManagerGlobal animation manager
this.cachePhaser.Cache.CacheManagerGlobal cache for non-image assets
this.pluginsPhaser.Plugins.PluginManagerGlobal plugin manager
this.registryPhaser.Data.DataManagerGlobal data manager (shared between scenes)
this.scalePhaser.Scale.ScaleManagerGlobal scale manager
this.soundNoAudio | HTML5Audio | WebAudioSoundManagerSound manager
this.texturesPhaser.Textures.TextureManagerGlobal texture manager
Scene-Specific Systems (unique per scene)
Scene PropertyTypeDescription
this.sysPhaser.Scenes.SystemsScene systems (never overwrite)
this.eventsPhaser.Events.EventEmitterScene-specific event emitter
this.camerasPhaser.Cameras.Scene2D.CameraManagerScene camera manager
this.addPhaser.GameObjects.GameObjectFactoryFactory: creates and adds to display list
this.makePhaser.GameObjects.GameObjectCreatorCreator: creates but does NOT add to display list
this.scenePhaser.Scenes.ScenePluginScene manager plugin (start/stop/launch)
this.childrenPhaser.GameObjects.DisplayListThe scene display list
this.lightsPhaser.GameObjects.LightsManagerScene lights (plugin)
this.dataPhaser.Data.DataManagerScene-specific data manager
this.inputPhaser.Input.InputPluginScene input manager (plugin)
this.loadPhaser.Loader.LoaderPluginScene loader (plugin)
this.timePhaser.Time.ClockScene time/clock (plugin)
this.tweensPhaser.Tweens.TweenManagerScene tween manager (plugin)
this.physicsPhaser.Physics.Arcade.ArcadePhysicsArcade physics (if configured)
this.matterPhaser.Physics.Matter.MatterPhysicsMatter physics (if configured)
Customizing the Injection Map
js
// Rename injected properties via scene config
const config = {
    key: 'MyScene',
    map: {
        add: 'makeStuff',   // this.makeStuff instead of this.add
        load: 'loader'      // this.loader instead of this.load
    }
};
Scene Manager

The SceneManager (src/scene/SceneManager.js) is a game-level system. Do not call its methods directly -- use this.scene (the ScenePlugin) instead. The SceneManager:

  • Maintains an ordered array of scenes (determines render/update order)
  • Processes a queue of operations (start, stop, sleep, etc.) at the start of each game step
  • All ScenePlugin methods are queued, not immediate (they execute next frame)

Common Patterns

Switching Between Scenes
js
// start() -- shuts down current scene, starts target scene
// Current scene gets SHUTDOWN event; target gets full lifecycle
this.scene.start('LevelTwo', { score: 100 });

// restart() -- shuts down and restarts the same scene
this.scene.restart({ score: 0 });

// switch() -- sleeps current scene, starts/wakes target scene
// Current scene state is preserved in memory
this.scene.switch('PauseMenu', { fromScene: 'GameScene' });

// transition() -- animated transition with duration
this.scene.transition({
    target: 'LevelTwo',
    duration: 1000,
    moveAbove: true,        // render target above this scene
    sleep: false,           // false = stop this scene (default), true = sleep it
    remove: false,          // true = remove this scene from manager after transition
    allowInput: false,      // allow input on this scene during transition
    data: { score: 100 },
    onUpdate: function (progress) {
        // progress: 0 to 1 over duration
    }
});
Running Scenes in Parallel
js
// launch() -- starts another scene in parallel (does NOT stop current scene)
this.scene.launch('UIScene', { lives: 3 });

// run() -- smart launcher: starts if not running, resumes if paused, wakes if sleeping
this.scene.run('UIScene', { lives: 3 });

// Control render order of parallel scenes
this.scene.bringToTop('UIScene');      // render last (on top)
this.scene.sendToBack('Background');   // render first (behind)
this.scene.moveAbove('GameScene', 'UIScene');  // UIScene renders above GameScene
this.scene.moveBelow('GameScene', 'Background');
this.scene.moveUp('UIScene');          // move one position up
this.scene.moveDown('UIScene');        // move one position down
this.scene.swapPosition('SceneA', 'SceneB');
Passing Data Between Scenes
js
// Method 1: Pass data via start/launch/restart/switch/wake/run
this.scene.start('LevelScene', { level: 5, score: 1200 });
// In LevelScene:
// init(data) { data.level === 5 }
// create(data) { data.score === 1200 }

// Method 2: Access data later via sys.getData()
// In receiving scene, at any time:
const data = this.sys.getData(); // returns settings.data

// Method 3: Global registry (shared across ALL scenes)
// In Scene A:
this.registry.set('playerHP', 100);
// In Scene B:
const hp = this.registry.get('playerHP'); // 100

// Method 4: Scene-specific data manager
this.data.set('localValue', 42);
this.data.get('localValue'); // 42

// Method 5: Direct scene reference
const otherScene = this.scene.get('OtherScene');
otherScene.somePublicProperty;

// Method 6: Events on the global registry
// In Scene A:
this.registry.events.on('changedata-playerHP', (parent, value, previousValue) => {
    // react to change
});
// In Scene B:
this.registry.set('playerHP', 50); // triggers the event in Scene A
Pausing and Resuming
js
// Pause: stops update loop, still renders
this.scene.pause();               // pause this scene
this.scene.pause('OtherScene');   // pause another scene

// Resume: restart update loop
this.scene.resume();
this.scene.resume('OtherScene', { message: 'welcome back' });

// Sleep: no update AND no render, but state preserved
this.scene.sleep();
this.scene.sleep('OtherScene');

// Wake: restore from sleep
this.scene.wake();
this.scene.wake('OtherScene', { data: 'here' });

// Stop: full shutdown, clears display list and timers
this.scene.stop();
this.scene.stop('OtherScene');

// Check state
this.scene.isActive('OtherScene');    // boolean
this.scene.isPaused('OtherScene');    // boolean
this.scene.isSleeping('OtherScene');  // boolean
this.scene.isVisible('OtherScene');   // boolean

// Control visibility/activity independently
this.scene.setActive(false);          // pause
this.scene.setActive(true);           // resume
this.scene.setVisible(false);         // hide but still update
this.scene.setVisible(true);          // show
Adding and Removing Scenes at Runtime
js
// Add a new scene dynamically
this.scene.add('BonusLevel', BonusLevelScene, false, { someData: true });
// args: key, sceneConfig, autoStart, data

// Remove a scene entirely (destroyed, cannot be restarted)
this.scene.remove('BonusLevel');

// Spawn multiple instances from one class
for (let i = 0; i < 5; i++) {
    this.scene.add('Level' + i, new LevelScene('Level' + i), false);
}
Cross-Scene Event Communication

One scene emits custom events; another listens. The emitting scene is decoupled.

js
// GameScene emits events
class GameScene extends Phaser.Scene {
    collectCoin(coin) {
        coin.destroy();
        this.events.emit('addScore', 10);
    }
}

// UIScene listens (launched in parallel with { active: true })
class UIScene extends Phaser.Scene {
    constructor() {
        super({ key: 'UIScene', active: true });
    }

    create() {
        this.score = 0;
        this.scoreText = this.add.text(10, 10, 'Score: 0');

        // Listen for events from GameScene
        const gameScene = this.scene.get('GameScene');
        gameScene.events.on('addScore', (points) => {
            this.score += points;
            this.scoreText.setText('Score: ' + this.score);
        });
    }
}
Configuring Plugins Per Scene

Disable all default plugins (only core plugins remain):

js
super({ key: 'MinimalScene', plugins: [] });
// No this.load, this.tweens, this.time, this.input, this.data, this.lights

Include only specific plugins:

js
super({ key: 'PreloadScene', plugins: ['Loader'] });
// Only this.load is available; this.tweens, this.time, etc. are undefined
Scene Config in Constructor

Pass config to super() for per-scene physics, loader, or preloaded files:

js
class Level1 extends Phaser.Scene {
    constructor() {
        super({
            key: 'Level1',
            physics: { arcade: { debug: true, gravity: { y: 200 } } },
            loader: { path: 'assets/levels/1/' },
            // 'pack' loads files before preload() runs -- good for progress bar assets
            pack: {
                files: [
                    { type: 'image', key: 'bar', url: 'loaderBar.png' }
                ]
            }
        });
    }
}
Safely Restarting Scenes

Reset state in init(), not the constructor. The constructor runs once; init() runs every start.

js
class GameScene extends Phaser.Scene {
    constructor() {
        super('GameScene');
        // BAD: this.gameOver = false; -- only set once, not on restart
    }

    init() {
        // GOOD: reset state every time the scene starts
        this.gameOver = false;
        this.score = 0;
    }

    create() {
        // Clean up on shutdown to avoid stale references
        this.events.once('shutdown', () => {
            // Clear any arrays holding game object references
            this.enemies = [];
        });
    }
}

Events

All events are emitted on this.events (the scene-specific EventEmitter) and have string values. Listen via this.events.on('eventname', callback).

Lifecycle Events
Event StringConstantCallback SignatureWhen
'boot'Phaser.Scenes.Events.BOOT(sys)Once, when scene is first instantiated (for plugins)
'start'Phaser.Scenes.Events.START(sys)Scene systems start (for plugins)
'ready'Phaser.Scenes.Events.READY(sys, data)After start, for user code
'create'Phaser.Scenes.Events.CREATE(scene)After create() method runs, scene is now RUNNING
'preupdate'Phaser.Scenes.Events.PRE_UPDATE(time, delta)Before update each frame
'update'Phaser.Scenes.Events.UPDATE(time, delta)During update each frame
'postupdate'Phaser.Scenes.Events.POST_UPDATE(time, delta)After update each frame
'prerender'Phaser.Scenes.Events.PRE_RENDER(renderer)Before scene renders
'render'Phaser.Scenes.Events.RENDER(renderer)After scene renders
State-Change Events
Event StringConstantCallback SignatureWhen
'pause'Phaser.Scenes.Events.PAUSE(sys, data)Scene is paused
'resume'Phaser.Scenes.Events.RESUME(sys, data)Scene is resumed
'sleep'Phaser.Scenes.Events.SLEEP(sys, data)Scene is sent to sleep
'wake'Phaser.Scenes.Events.WAKE(sys, data)Scene is woken up
'shutdown'Phaser.Scenes.Events.SHUTDOWN(sys, data)Scene is shutting down
'destroy'Phaser.Scenes.Events.DESTROY(sys)Scene is being destroyed
Show full SKILL.md (496 more words)Show less
Transition Events
Event StringConstantCallback SignatureEmitted On
'transitionout'TRANSITION_OUT(targetScene, duration)Source scene
'transitioninit'TRANSITION_INIT(fromScene, duration)Target scene (during init)
'transitionstart'TRANSITION_START(fromScene, duration)Target scene (after create)
'transitionwake'TRANSITION_WAKE(fromScene, duration)Target scene (if woken from sleep)
'transitioncomplete'TRANSITION_COMPLETE(scene)Target scene (when done)
Game Object Events
Event StringConstantCallback Signature
'addedtoscene'ADDED_TO_SCENE(gameObject, scene)
'removedfromscene'REMOVED_FROM_SCENE(gameObject, scene)

For detailed API reference tables and source file maps, see the reference guide.

Gotchas and Common Mistakes

  1. Operations are queued, not immediate. Calling this.scene.start('X') does not start X synchronously. It happens at the next SceneManager update. Do not rely on the target scene's state within the same frame.

  2. start() shuts down the calling scene. this.scene.start('X') stops the current scene and starts X. If you want both running, use launch() or run().

  3. switch() sleeps, start() shuts down. switch() preserves the current scene in memory (sleep), while start() triggers a full shutdown. Sleeping scenes still have their events and references live.

  4. Paused scenes still render. pause() only stops the update loop. The scene is still drawn. Use sleep() to stop both update and render.

  5. Do not overwrite this.sys. The Scene class JSDoc explicitly warns: overwriting this.sys will break everything.

  6. this.scene.start() with no key restarts the current scene. This is equivalent to this.scene.restart().

  7. Data passed to start()/launch() is available in both init(data) and create(data). It is stored in settings.data and accessible later via this.sys.getData().

  8. Sleeping scenes can still receive events from other scenes. If Scene A is sleeping but Scene B emits on the global registry, Scene A's listeners still fire. Be careful with active listeners on sleeping scenes.

  9. Scene render order = array order. Scenes later in the array render on top. Use bringToTop(), sendToBack(), moveAbove(), moveBelow() to control layering.

  10. shutdown vs destroy. Shutdown puts a scene into hibernation (can restart). Destroy permanently removes it. Listen to 'shutdown' to free resources that should be recreated on restart. Listen to 'destroy' for final cleanup.

  11. Plugin properties like this.physics and this.matter are only available if the physics system is configured. They will be undefined otherwise.

  12. The create event fires AFTER the create() method returns, and after the status changes to RUNNING. If you need to do post-create setup, listen for this event.

  13. Reset state in init(), not the constructor. The constructor only runs once when the scene is first instantiated. init() runs every time the scene starts/restarts. Place state resets there.

  14. Clean up on shutdown to avoid stale references. Listen for this.events.once('shutdown', ...) to clear arrays holding game objects, remove external event listeners, etc. Stale references to destroyed game objects cause errors on restart.

  15. switch() restarts a paused scene, never resumes it. If you need resume behavior, use run() instead.

  16. Scenes update in reverse order, render in forward order. The top scene updates first (gets input priority), but renders last (appears on top). Establish render order in the game config scene array.

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in store/agents/phaser/skills/scenes of autonomous-ai/openharness.

  • SKILL.md
  • references/REFERENCE.md

Open the folder on GitHubat commit 50da5db

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Questions about Scenes

What does Scenes do?

A skill your agent uses when working with Phaser 4 scenes. An agent skill from autonomous-ai/openharness. Scenes is an agent skill from autonomous-ai/openharness. Use this skill when working with Phaser 4 scenes.

When should I use Scenes?

Scenes fits situations like: working with Phaser 4 scenes; scene lifecycle; scene transition.

How do I install Scenes in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill scenes -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/scenes in autonomous-ai/openharness) into .claude/skills/scenes in your project. Claude Code loads it when a task matches its description.

How do I install Scenes in Codex?

Run `npx skills add autonomous-ai/openharness --skill scenes -a codex`. Or copy the skill folder (store/agents/phaser/skills/scenes in autonomous-ai/openharness) into .agents/skills/scenes in your project. Codex loads it when a task matches its description.

Can I use Scenes in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill scenes -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenes, .gemini/skills/scenes, .github/skills/scenes and .opencode/skills/scenes in your project.

What does Scenes need to run?

SKILL.md names no scripts, command-line tools or credentials: Scenes is instructions for the agent only.

Does Scenes access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Scenes safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Scenes use?

Scenes is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenes use?

About 4.7k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.1k tokens, read only when the agent opens those files.

What are the alternatives to Scenes?

Skills that share tags, products or a category with Scenes: Scene Menu Bar (PostHog/posthog, 40k stars), Scene Establishing-Shot Prompt (chatfire-AI/huobao-drama, 16k stars), Phaser Core (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars) and Horizontal Scroll Scenes (MengTo/Skills, 6.7k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenes?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,149 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 8, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.