Skip to content
Back to skills

Game Recon

ASecurity

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.

  • 2 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 10, 2026
ai-agentsgobashgitapi

Works with

  • api

Security analysis

A100/100

Scanned October 10, 2026

npx -y skills add Fixed-Seed/game-changer --skill game-recon --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Game Recon?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Game Recon
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/fixed-seed-game-recon/badge)](https://www.skillsdirectory.com/skills/fixed-seed-game-recon)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
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?
`fsgc 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
fsgc scan --list                 # Steam, Epic and Xbox installs (Windows, WSL, Linux, macOS)
fsgc scan "<name or folder>"     # engine, version, exes (.NET?), anti-cheat, loaders, mod folders, saves, routes
fsgc scan "<game>" --json        # the same, machine-readable
```
`fsgc` lives at `bin/fsgc` in the game-changer repo (plugins and clones put it on PATH). Anywhere else:
`uv tool install git+https://github.com/Fixed-Seed/game-changer`.

`fsgc 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.

## 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? `fsgc 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> (fsgc 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).

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.