Guide · Agent skill
How to Use the Security Audit for Game Projects Agent Skill
Updated · written with AI from the project's own documentation and checked against our catalogue data
The security-audit skill lets an AI coding agent run a structured security review of a game project before public or multiplayer release. It looks for ways players could tamper with saves, cheat in multiplayer, exploit network traffic, expose data or slip unvalidated input through. After reading this guide you will know how to install the skill, ask for an audit in plain language, and read the report it writes.
Quick start
- 1Download the ZIP. Get the security-audit ZIP from this skill's page on the directory.
- 2Unzip into a skills folder. Unzip into ~/.claude/skills/ for all projects, or into the project's .claude/skills/ for one project.
- 3Confirm engine settings. Make sure project.yaml or technical-preferences.md sets your engine name, and that the yaml-helper.sh hook is in the repository.
- 4Set multiplayer scope. Record whether the game has multiplayer or online features, so Category 2 is not run on an unconfirmed assumption.
- 5Ask for an audit. Request a full audit or name a mode such as network, save, input or quick.
- 6Review the report. Open the file in production/security/ and read findings from the highest severity down.
- 7Fix and re-run. Apply the remediation plan, then run the audit again to check the findings are resolved.
What the security-audit skill makes the agent do
Agent skills are instruction packages that an agent such as Claude Code loads when a request matches them. This one is a single SKILL.md file. When it runs, it does not just answer questions about security. It spawns a security-engineer sub-agent that greps the code using engine-specific patterns, then writes a prioritised report with severity ratings and a remediation plan.
The audit covers five areas: save file tampering, cheat vectors, network exploits, data exposure and input validation. Each finding is rated CRITICAL, HIGH, MEDIUM or LOW and given a file location, an attack scenario and a suggested fix.
- Save tampering: whether saved progress can be edited to bypass progression
- Cheat vectors: client-side changes that enable cheating, especially in multiplayer
- Network exploits and data exposure, including credentials
- Input validation gaps
Install the security-audit skill
You can install the skill in one of three ways. Download the ZIP from the skill's page on this site and unzip it into your user skills folder at ~/.claude/skills/, so it is available in every project. Or unzip it into a single project's .claude/skills/ folder so it applies only there.
If you use the Claude apps rather than Claude Code, upload the ZIP under Settings, then Capabilities, then Skills.
- User-wide: unzip into ~/.claude/skills/
- Single project: unzip into the project's .claude/skills/
- Claude apps: Settings → Capabilities → Skills, then upload the ZIP
Check the project requirements before you run it
The skill expects a few things from your project. It reads engine settings from project.yaml or from .claude/docs/technical-preferences.md. It also calls a config resolver through the yaml-helper.sh hook, which comes from the same repository and must be present. The agent needs Bash access to run that resolver command.
Engine name matters most. If engine.name is missing or empty, the audit marks every grep category as NOT ASSESSED rather than guessing an engine.
- Claude Code or a compatible SKILL.md agent
- project.yaml or technical-preferences.md with engine settings
- The yaml-helper.sh hook from the same repository
- Bash access for the config resolver command
Trigger the audit with natural requests
You do not need a special command. Ask in plain language, and name the scope if you want a narrower run. The skill accepts five modes: full runs all categories and is recommended before release, network covers multiplayer only, save covers save files and serialization only, input covers input validation only, and quick checks only high-severity items for fast iterative use. With no argument, it runs full.
Good requests name the release context and, optionally, the mode.
- Run a full security audit before we release this game.
- Run the security-audit skill in network mode, we just added online matchmaking.
- Check our save system for tampering. Use save mode.
- I added a feature that reads from disk. Run a quick security audit on it.
Read the report and act on it
Reports are written to production/security/ with a filename that includes the date and scope, such as security-audit followed by the date and the mode. Including the scope keeps a quick or save run from overwriting a full report. Findings are numbered SEC-NNN and grouped by severity.
Depending on your automation mode, the agent may ask before writing files. The default collaborative mode asks every time. If the project uses the standard or full workflow tier, the release gate requires a full report. At the minimal tier it does not.
- Work through CRITICAL and HIGH findings first
- Treat each attack scenario as a test you can reproduce
- Re-run the audit after fixes to confirm the finding is gone
What people use it for
- Checking a single-player game's save files for edits that skip progression
- Reviewing multiplayer code for client-side cheat enablement before an online launch
- Auditing a newly added feature that reads from disk or the network
- Producing a release-gate security report for a team using the Claude Code Game Studios template
Frequently asked questions
Is the security-audit skill free to use?
The source describes the skill as MIT licensed, which is a permissive open source licence. The source does not state any price, so check the repository's licence file before you rely on it in a commercial project.
What do I need to run the security-audit skill?
You need Claude Code or a compatible SKILL.md agent, a project.yaml or technical-preferences.md file with engine settings, the yaml-helper.sh hook from the same repository, and Bash access for the config resolver command.
Can this replace a professional penetration test?
No. The skill is a pattern-based code review. It can miss issues and can report false positives, so it is not production-grade penetration testing.
Why does the report say NOT ASSESSED for some categories?
Categories without a sourced pattern set for your engine are marked NOT ASSESSED. This happens when engine.name is missing or the engine has no patterns, so the audit does not claim those areas were checked or passed.
Why are my ratings stricter than I expected for a single-player game?
When multiplayer scope is unconfirmed, the skill assumes multiplayer and rates severity as for a multiplayer game. Set platform.multiplayer explicitly to avoid this.
How does this compare with other security tools?
The source does not compare it with other tools. It is best understood as a fast, pattern-based review inside your agent workflow, and it does not replace dedicated testing for production-grade assurance.
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Our verdict
Use this skill if you are preparing a public or multiplayer game release, use the Claude Code Game Studios template, or added a feature that reads from disk or the network and want a quick structured review. Pick a different approach if you need production-grade penetration testing, or if your project has no engine name set, since most categories would not be assessed.
Download the skill