adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Security audit — save tampering, cheat vectors, network exploits, data exposure, input validation. Before public or multiplayer release.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill security-audit --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -a windsurf -y
name: security-audit description: "Security audit — save tampering, cheat vectors, network exploits, data exposure, input validation. Before public or multiplayer release." argument-hint: "[full | network | save | input | quick]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Agent, Bash(bash "*/.claude/skills/security-audit/../../hooks/yaml-helper.sh" resolve_config *) model: sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow`
**Automation mode**: Resolve `modes.automation` (`project.local.yaml` → `project.yaml` → default `collaborative`). Every `AskUserQuestion` call and every file write follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt).
**`workflow`** (resolved above) decides only what Phase 7 tells you about the release gate: at `standard` and `full` it requires this report; at `minimal` it does not. The audit itself runs the same at every tier.
Security is not optional for any shipped game. Even single-player games have save tampering vectors. Multiplayer games have cheat surfaces, data exposure risks, and denial-of-service potential. This skill systematically audits the codebase for the most common game security failures and produces a prioritised remediation plan.
**Run this skill:**
**Output:** `production/security/security-audit-[date]-[scope].md` — the scope in the name keeps a same-day `quick` or `save` run from overwriting the `full` report the release gate reads.
---
**Modes:**
Read `project.yaml` to determine the following, falling back to `.claude/docs/technical-preferences.md` for engine/language/platforms when a key is absent or empty:
pattern set, and an engine with no sourced set for a category makes that category `NOT ASSESSED`.** If `engine.name` is absent or empty, say so in the report and treat every grep category as `NOT ASSESSED`; do not fall back to the Godot lists because they are the ones written out in full
in scope. `technical-preferences.md` has no equivalent fields, so the legacy fallback cannot supply them.
> **ABSENT DOES NOT MEAN `false`.** These keys have a reader — > this skill — and **no writer in the setup flow**: neither > `/setup-engine` nor `/start` emits a `platform:` block, and only `/project-settings` > sets them, when someone runs it, so on most Claude Code Game Studios projects both keys are > absent. Defaulting them to `false` would skip **Category 2 (Network and > Multiplayer Security) on every project, genuinely multiplayer ones > included** — a security category failing open on a value nothing sets. > > When either key is absent or empty: **do not assume single-player, and do not > skip Category 2.** Ask the user whether the game has multiplayer or online > features. If you cannot ask, run Category 2 anyway and mark it > `NOT ASSESSED — multiplayer scope unconfirmed (platform.multiplayer unset — > set it with /project-settings)`, which makes `CLEAR TO SHIP` unreachable per Phase 5. > While the scope is unconfirmed, rate severity as for a multiplayer game — an > open HIGH is then DO NOT SHIP — and say in the report that the rating assumed > multiplayer, as `security-engineer` does. > Over-scanning a single-player game costs a few minutes; under-scanning a > multiplayer one ships the category unrun. > > Set them explicitly with `/project-settings platform.multiplayer=true` (they are > project-wide, so `--local` is refused). Recording it in `project.yaml` is the > fix; this rule is the guard for until someone does.
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Spawn `security-engineer` via `Agent` — the audit is its job, so do not run the categories in this session instead. If it cannot be spawned, say why, run the scan here, and let the report's **Audited by** line say so.
**Send this fixed brief template.** Fill only the `{…}` slots, from `project.yaml` (else technical preferences), the code root resolved per `.claude/docs/code-root-resolution.md`, and the Phase 3 text copied as written. Add nothing else: no view on the game's type, no expected severity, no opinion on any finding — a sentence of your own is where a pre-rating gets in.
Run a security audit of this project for /security-audit.
Scope: {full | network | save | input | quick}
Engine: {engine.name} {engine.version}, language {engine.language}
platform.multiplayer: {true | false | unset} platform.online: {true | false | unset} Phase 1 answer: {multiplayer | single-player | not asked}
Code root: {the resolved code root, or "unresolved"}
Also scan: {assets/data/ and the config files that exist, or "none"}
Categories to run, with their checks and grep patterns for this engine:
{each Phase 3 category this scope runs, copied as written, with the table's row for this engine}
NOT SOURCEABLE on this engine: {categories, or "none"} — report each NOT ASSESSED; never call it reviewed, verified safe or passed
Skipped, with reason: {e.g. "Category 2 — platform.multiplayer and platform.online are false", or "none"}
ReTurn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Traceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT…
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
Use your assigned AgentMail inbox to read email tasks, explicitly send or reply, and check delivery. Provided automatically by…
Create a new Architecture Decision Record with sequential numbering and AgentDB registration