Agent skill

Godot Genre Horror

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Horror

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-horror -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-horror --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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-horror .claude/skills/godot-genre-horror && 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
godot-genre-horror
GitHub stars
821
Token cost
~4k tokens
SKILL.md length
1,347 words
Files
17 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops.

  • Works in 6 steps: The Director System (Macro AI) → Sensory Perception (Micro AI) → Sanity / Stress System → …
  • Building psychological/survival horror
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Skill Chain, plus 5 more sections
  • Dual-brain stalker AI (cheating Director + honest LoS/sound)

What it does

Godot Genre Horror is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horrorgame, tensionpacing, directorsystem, sensoryperception, sanitysystem, volumetricfog, AIreactiontime.

Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files, including scripts and reference files (for example `references/expert-horror-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Building psychological/survival horror
  • Dual-brain stalker AI (cheating Director + honest LoS/sound)
  • Flashlight/fog atmosphere
  • Safe-room saves

Example prompts

  • “/godot-genre-horror”

Workflow steps

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

  1. The Director System (Macro AI)
  2. Sensory Perception (Micro AI)
  3. Sanity / Stress System
  4. Hiding-Spot Metadata System
  5. Adaptive Audio (Stress Muffling)
  6. Safe-Room Multithreaded Save

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 14 files in scripts/, which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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

Godot Genre Horror loads about 4k tokens when it runs, and up to ~6.1k if it reads all its reference files. Until then it costs about 110 tokens; SKILL.md has 1,347 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~110
When it runs · the whole SKILL.md, loaded when a task matches
~4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.1k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,347 words, ~3,995 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-horror/SKILL.md (or your agent's skills folder). This skill also uses 16 other files; get the full folder from GitHub.
name
godot-genre-horror
description
Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_time.

NEVER Do (Expert Anti-Patterns)

Atmosphere & Tension
  • NEVER maintain 100% tension at all times; strictly use a Sawtooth Pacing model (buildup → peak/scare → dedicated relief period) to prevent player "numbing" and exhaustion.
  • NEVER rely on jump-scares as the primary source of horror; focus on atmosphere, spatial audio cues, and the anticipation of a threat to build genuine dread.
  • NEVER make environments pitch black to the point of frustrating navigation; darkness should obscure threats (details), not the floor. Use rim lighting or a limited-battery flashlight.
  • NEVER grant the player unlimited resources; survival horror relies on Scarcity. Limited battery, rare ammo, and slow animations are mandatory to force stressful decision-making.
AI & Senses
  • NEVER allow AI to detect the player instantly; implement a Suspicion Meter or a 1-3s reaction window before the AI enters full aggression to avoid "unfair cheating" feel.
  • NEVER use predictable AI paths; an enemy on a perfect loop is a puzzle, not a predator. Use the Director to periodically "hint" a new destination near the player.
  • NEVER use Area3D overlap signals for instant, frame-perfect Line-of-Sight (LoS) checks; use nodeless raycasting via PhysicsDirectSpaceState3D.intersect_ray() for fixed-physics sync.
  • NEVER calculate complex AI vision or pathfinding for monsters far outside the camera's frustum; use VisibleOnScreenNotifier3D to disable processing logic.
  • NEVER leave navigation avoidance layers unconfigured on chasing monsters; explicitly assign avoidance masks to prevent visual "stacking" in tight corridors.
Technical & Scarcity
  • NEVER use the visual SceneTree (like GridContainer children) as the source of truth for inventory; strictly maintain a typed memory structure like Dictionary[StringName, Resource].
  • NEVER rely on instantiating standard Nodes to store base item stats/definitions; use custom Resource scripts to reduce memory overhead and allow direct Inspector editing.
  • NEVER forget to call duplicate(true) on an item's Resource when adding to inventory; if items have mutable states (ammo/durability), you will overwrite the global resource otherwise.
  • NEVER parse massive JSON save files synchronously; strictly offload heavy parsing to the WorkerThreadPool to prevent auto-save freezes.
  • NEVER use standard strings for hot-path IDs (states, item types); strictly use StringName (&"chasing") for pointer-speed comparisons.
  • NEVER evaluate exact floating-point equality (sanity == 0.0); strictly use is_equal_approx() or threshold checks for deterministic triggers.
  • NEVER write screen-reading shaders expecting Godot 3 SCREEN_TEXTURE; strictly use sampler2D with hint_screen_texture.
  • NEVER instantiate detailed monster meshes or lights without culling; strictly configure visibility_range for automatic HLOD efficiency.
  • NEVER rely on AnimationPlayer for random flickering; use Tween for programmatic, clean energy manipulation.
  • NEVER load heavy scare scenes or 4K textures synchronously via load(); strictly use ResourceLoader.load_threaded_request() to prevent frame stalls.
  • NEVER scale CollisionShape3D non-uniformly; strictly adjust internal shape resource parameters (radius, height) to prevent erratic physics.
  • NEVER perform synchronous, heavy file I/O in a Safe Room; strictly use Thread and Mutex to handle background saving without stalling the main game thread.
  • NEVER check for hiding spot types by casting; strictly use Object metadata (set_meta) for performant, decoupled AI queries.

🛠 Expert Components (scripts/)

Original Expert Patterns (MANDATORY at architecture steps)
  • director_pacing.gd - Invisible orchestrator managing the "Sawtooth" tension wave and relief periods. MANDATORY before wiring any pacing/Director.
  • predator_stalking_ai.gd - Dual-brain stalker (Director hints + honest senses) with view-cone avoidance. MANDATORY before implementing predator AI.
Modular Components

Core Loop

  1. Explore: Player navigates a threatening environment.
  2. Sense: Player hears/sees signs of danger.
  3. React: Player hides, runs, or fights (disempowered combat).
  4. Survive: Player reaches safety or solves a puzzle.
  5. Relief: Brief moment of calm before tension builds again.

Skill Chain

PhaseSkillsPurpose
1. Atmospheregodot-3d-lighting, godot-audio-systemsVolumetric fog, dynamic shadows, spatial audio
2. AIgodot-state-machine-advanced, godot-navigation-pathfinding, godot-raycasting-queriesHunter AI, honest LoS/sound
3. Playergodot-camera-systems, godot-genre-stealth, godot-physics-3dLean/shake, hiding, CharacterBody3D movement
4. Scarcitygodot-inventory-systemLimited battery, ammo, health
5. Logic / savesthis skill's Director scripts + godot-save-load-systemsSawtooth pacing + threaded safe-room saves

Do-NOT-Load (by fantasy)

Fantasy focusLoadDo NOT load
Atmosphere / fog / flashlight onlyfog_claus_intensifier.gd, flashlight_flicker.gdPredator AI, LoS, noise, state machine
Stalker / dual-brain AIdirector_pacing.gd, predator_stalking_ai.gd, monster_los_check.gd, spatial_noise_emitter.gdSanity shaders, inventory duplicator, scare loader
Sanity / stress FXsanity_manager.gd, sanity_shader_manager.gdInventory scarcity scripts, async scare loader
Scarcity / inventory truthinventory_data_storage.gd, item_state_duplicator.gdFog intensifier, sanity shaders
Hitch-free scare assetsasync_scare_loader.gdFull Director + sanity stack

Architecture Overview

1. The Director System (Macro AI)

Controls pacing so players never stay at 100% tension.

MANDATORY read: director_pacing.gd — do not paste a one-off tension enum. Wire Director events to near-player investigation targets, never instant on-player teleports during quiet phases.

Show full SKILL.md (554 more words)Show less
2. Sensory Perception (Micro AI)

Honest monster senses (vision + sound) that the Director may only hint, never hard-cheat.

MANDATORY reads: predator_stalking_ai.gd for dual-brain orchestration; monster_los_check.gd + spatial_noise_emitter.gd for LoS/sound. Prefer PhysicsDirectSpaceState3D.intersect_ray() over Area overlap for vision.

3. Sanity / Stress System

Distorting the world based on fear.

Load sanity_manager.gd + sanity_shader_manager.gd for value → shake/bus/shader pipelines. Keep thresholds on is_equal_approx / bands, never sanity == 0.0.

Key Mechanics Implementation

Pacing (The Sawtooth Wave)

Horror needs peaks and valleys.

  1. Safety: Save room.
  2. Unease: Strange noise, lights flicker.
  3. Dread: Monster is known to be close.
  4. Terror: Chase sequence / Combat.
  5. Relief: Escape to Safety.
The "Dual Brain" AI
  • Director (All-knowing): Cheats to keep the alien relevant (teleports it closer if far away, guides it to player's general area).
  • Alien (Senses only): Honest AI. Must actually see/hear the player to attack.
3. Hiding-Spot Metadata System

Use set_meta / groups — MANDATORY: predator_stalking_ai.gd + peer godot-genre-stealth. Do not paste hiding-spot tutorials inline.

4. Adaptive Audio (Stress Muffling)

Bus LPF / volume from fear — MANDATORY: sanity_manager.gd + peer godot-audio-systems.

5. Safe-Room Multithreaded Save

Threaded checkpoint I/O — MANDATORY: peer godot-save-load-systems (Thread/Mutex / WorkerThreadPool). Never sync FileAccess on the main thread in a safe room.

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Volumetric fog and fog volumes — density/albedo and light-dependent scattering for dread atmosphere.
  • Environment and post-processing — WorldEnvironment tonemap, glow, and fog modes that carry horror looks.
  • Lights and shadows — SpotLight3D flashlight cones, soft shadows, and bias for dark interiors.
  • Audio buses — LowPass/Reverb bus effects for stress muffling and spatial dread.
  • Ray-casting — PhysicsDirectSpaceState intersect_ray for honest monster LoS (not Area overlap).
  • Navigation introduction (3D) — predator chase paths and avoidance masks in tight corridors.
  • Background loading — ResourceLoader threaded requests so jump-scare assets never hitch.
  • Screen-reading shaders — hint_screen_texture sanity distortion (not Godot 3 SCREEN_TEXTURE).
  • Visibility ranges — GeometryInstance3D HLOD/culling for expensive monster meshes and lights.
  • Saving games — FileAccess patterns for safe-room checkpoints without inventing a format.
  • Using threads — Thread/Mutex and WorkerThreadPool for background saves and heavy parse work.
  • Resources — Resource definitions and duplicate(true) so mutable item state never aliases globals.
Prerequisites
  • godot-project-foundations — scene tree, autoloads, and import basics before Director/WorldEnvironment wiring.
  • godot-3d-lighting — volumetric fog, SpotLight3D flashlights, and shadow budgets that define horror atmosphere.
  • godot-audio-systems — buses, spatial emitters, and effect stacks the sanity/stress systems modulate.
Complements
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© thedivergentai, LGPL-3.0. 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 16 other files (scripts, references) in skills/godot-genre-horror of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-horror-patterns.md
  • references/migration-notes.md
  • scripts/async_scare_loader.gd
  • scripts/director_pacing.gd
  • scripts/flashlight_flicker.gd
  • scripts/fog_claus_intensifier.gd
  • scripts/horror_patterns.gd
  • scripts/inventory_data_storage.gd
  • scripts/item_state_duplicator.gd
  • scripts/monster_los_check.gd
  • scripts/offscreen_logic_suspender.gd
  • scripts/optimized_horror_state_machine.gd
  • scripts/predator_stalking_ai.gd
  • scripts/sanity_manager.gd
  • scripts/sanity_shader_manager.gd
  • scripts/spatial_noise_emitter.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Horror 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.

Godot Genre Horror compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Horror this skillthedivergentai/GD-Agentic-Skills821—~4kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Horror

What does Godot Genre Horror do?

Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Godot Genre Horror is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops.

When should I use Godot Genre Horror?

Godot Genre Horror fits situations like: building psychological/survival horror; dual-brain stalker AI (cheating Director + honest LoS/sound); flashlight/fog atmosphere; safe-room saves.

How do I install Godot Genre Horror in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-horror -a claude-code`. Or copy the skill folder (skills/godot-genre-horror in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-horror in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Horror in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-horror -a codex`. Or copy the skill folder (skills/godot-genre-horror in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-horror in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Horror 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 thedivergentai/GD-Agentic-Skills --skill godot-genre-horror -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-genre-horror, .gemini/skills/godot-genre-horror, .github/skills/godot-genre-horror and .opencode/skills/godot-genre-horror in your project.

What does Godot Genre Horror need to run?

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

Does Godot Genre Horror access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Horror 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Horror use?

Godot Genre Horror is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Horror use?

About 4k tokens (SKILL.md is roughly 16k 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 2.1k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Horror?

Skills that share tags, products or a category with Godot Genre Horror: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Horror?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.