Agent skill

Game Recon

by rehan-remade in rehan-remade/universal-modder

Figure out how a specific installed game can be modded, before writing any mod code.

MITAuto-check passedSecurity

Install Game Recon

skills CLI
$ npx skills add rehan-remade/universal-modder --skill game-recon -a claude-code

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

GitHub CLI
$ gh skill install rehan-remade/universal-modder game-recon --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/rehan-remade/universal-modder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-recon .claude/skills/game-recon && 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
game-recon
GitHub stars
6.5k
Token cost
~1k tokens
SKILL.md length
401 words
Files
1
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Figure out how a specific installed game can be modded, before writing any mod code.

  • Works in 5 steps: Has another agent been here? → Find it and fingerprint it → Research the living community (always;… → …
  • The user asks can I mod <game?
  • SKILL.md covers 0. Has another agent been here?, 1. Find it and fingerprint it, 2. Research the living… and 3. Decide, plus 1 more section
  • Calls uv

What it does

Game Recon is an agent skill from rehan-remade/universal-modder. Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game?", "what engine is <game", "how do people mod <game", or at the start of any modding task. Produces MODDINGPLAN.md.

Its SKILL.md is about 1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Security. The repository describes itself as: Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game… The licence is MIT.

When your agent uses it

  • The user asks can I mod <game?
  • What engine is <game
  • How do people mod <game
  • At the start of any modding task

Example prompts

  • “s modding route. Use when the user asks”
  • “what engine is <game”
  • “how do people mod <game”
  • “/game-recon”

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Has another agent been here?
  2. Find it and fingerprint it
  3. Research the living community (always; versions move)
  4. Decide
  5. Write MODDING_PLAN.md

What it can do on your machine

Read from SKILL.md and the folder at commit 50af8bd. 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

    Shell commands in SKILL.md call:

    • uv

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

  • Network

    No URLs in SKILL.md. Its commands use uv, which can reach the network depending on how they are called.

    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

Game Recon loads about 1k tokens when it runs. Until then it costs about 107 tokens; SKILL.md has 401 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~107
When it runs · the whole SKILL.md, loaded when a task matches
~1k

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 rehan-remade/universal-modder at commit 50af8bd, republished under its MIT licence (© rehan-remade). 401 words, ~1,002 tokens.

Download SKILL.mdSave it as .claude/skills/game-recon/SKILL.md (or your agent's skills folder).
name
game-recon
description
Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

Game recon

Goal: in about five minutes, know what you're dealing with and which route to take. Write the answer down so every later step can rely on it.

0. Has another agent been here?

um kb search "<game>" (and the engine name). A field note in the shared knowledge base can hand you the working versions, the route, and the gotchas before you touch anything. See the share-field-notes skill.

1. Find it and fingerprint it

bash
um scan --list                 # Steam, Epic and Xbox installs (Windows, WSL, Linux, macOS)
um scan "<name or folder>"     # engine, version, exes (.NET?), anti-cheat, loaders, mod folders, saves, routes
um scan "<game>" --json        # the same, machine-readable

um lives at bin/um in the universal-modder repo (plugins and clones put it on PATH). Anywhere else: uv tool install git+https://github.com/rehan-remade/universal-modder.

um scan reads files only. It indexes the install (bounded), sniffs PE headers, the Unity/Godot/GameMaker headers and the Unreal version string, maps known games to their community loader, and points to the playbook to read: skills/mod-any-game/references/engines/<engine>.md.

The scan can't see everything, so check these by hand:

  • Game not in a store library (GOG, itch, a standalone folder): pass the folder path.
  • Several engines' signals: launchers and web helpers are common. The top score wins, but read the "also" line.
  • Anti-cheat installed elsewhere: kernel drivers (Vanguard's vgk.sys) and launcher-level protection don't live in the game folder. Search "<game> anti-cheat".
  • Online-only or live-service games: treat them as protected even if nothing was detected.
Show full SKILL.md (193 more words)Show less

2. Research the living community (always; versions move)

Search, in order:

  1. "<game> modding" / "<game> mod loader" / "<game> modding wiki". The game's wiki often has a modding page.
  2. Nexus Mods (most popular mods show which frameworks they depend on), Thunderstore (Unity games: BepInEx packs), mod.io, the Steam Workshop (does the game have one? um scan shows installed Workshop content).
  3. GitHub: "<game> mod", "<game> modding api", "<game> decompile", "<game> sdk", "<engine> mod loader".
  4. Recent posts (X/Reddit/Discord announcements) for new frameworks. The loader might be days old.

Capture: the loader's name, repo, current version and install steps, the game versions it supports, a "hello world" example mod, and where logs go.

3. Decide

  • Can it be modded safely? Look at anti-cheat, online-only parts, the EULA or mod policy, and the ownership checks that loaders rely on (see skills/mod-any-game/references/safety.md). If not: say so, and offer what is possible (official tools, offline modes, a different game with the same idea).
  • Route: loader API > data/asset mod > managed patching > native hooks > reimplementation/mashup. Pick the first that reaches the user's idea.

4. Write MODDING_PLAN.md

markdown
# <Game> modding plan
- Install: <path> (<store> <appid>), version <x>
- Engine: <engine + version>, code: managed .NET / IL2CPP / native, 64-bit
- Anti-cheat / online: <none | what + verdict>
- Saves: <path>   Config: <path>   Logs: <path>
- Community route: <loader vX.Y (repo)>, install: <steps>, example mod: <link>
- Chosen route for "<idea>": <route> because <reason>
- Lab plan: backup <folders> (um backup), lab profile <how>, windowed <how>
- Unknowns to resolve first: <list>

Then continue with the mod-any-game loop (lab setup → source of truth → vertical slice).

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

Files

Just SKILL.md in skills/game-recon of rehan-remade/universal-modder.

Open the folder on GitHubat commit 50af8bd

Compare with similar skills

Game Recon next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Recon compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Recon this skillrehan-remade/universal-modder6.5k—~1kAutomated safety check: PassMIT
Deepsec Documentation Guidevercel-labs/deepsec8.1k—~956Automated safety check: PassApache-2.0
Skill Scannergetsentry/skills1k4 repos~2.5kAutomated safety check: WarnApache-2.0
Website Rebuildboyang-hu/website-rebuild-skill1.4k—~6.1kAutomated safety check: PassMIT
Serenity Aleabitoreddityan-labs/serenity-aleabitoreddit4811 repos~3.3kAutomated safety check: PassNone
Security Alert Triageelastic/agent-skills5921 repos~3.5kAutomated safety check: NotesApache-2.0

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Questions about Game Recon

What does Game Recon do?

Figure out how a specific installed game can be modded, before writing any mod code. Game Recon is an agent skill from rehan-remade/universal-modder. Figure out how a specific installed game can be modded, before writing any mod code.

When should I use Game Recon?

Game Recon fits situations like: the user asks can I mod <game?; what engine is <game; how do people mod <game; at the start of any modding task.

How do I install Game Recon in Claude Code?

Run `npx skills add rehan-remade/universal-modder --skill game-recon -a claude-code`. Or copy the skill folder (skills/game-recon in rehan-remade/universal-modder) into .claude/skills/game-recon in your project. Claude Code loads it when a task matches its description.

How do I install Game Recon in Codex?

Run `npx skills add rehan-remade/universal-modder --skill game-recon -a codex`. Or copy the skill folder (skills/game-recon in rehan-remade/universal-modder) into .agents/skills/game-recon in your project. Codex loads it when a task matches its description.

Can I use Game Recon 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 rehan-remade/universal-modder --skill game-recon -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-recon, .gemini/skills/game-recon, .github/skills/game-recon and .opencode/skills/game-recon in your project.

What does Game Recon need to run?

Going by SKILL.md and its folder, Game Recon needs the command-line tools its instructions call (uv).

Does Game Recon access the network?

SKILL.md contains no URLs. Its commands use uv, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Game Recon 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 Game Recon use?

Game Recon 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 Game Recon use?

About 1k tokens (SKILL.md is roughly 4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Recon?

Skills that share tags, products or a category with Game Recon: Deepsec Documentation Guide (vercel-labs/deepsec, 8.1k stars), Skill Scanner (getsentry/skills, 1k stars), Website Rebuild (boyang-hu/website-rebuild-skill, 1.4k stars) and Serenity Aleabitoreddit (yan-labs/serenity-aleabitoreddit, 481 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Recon?

rehan-remade (a GitHub user) maintains it in rehan-remade/universal-modder, which has 6,452 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 11, 2026.

Source: rehan-remade/universal-modder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.