Game reconnaissance
Scan installations, identify engines and versions, find loaders and saves, then rank possible modding routes.
OPEN SOURCE AI GAME MODDING
Turn Claude Code, Codex, Cursor and other coding agents into game-modding assistants. Universal Modder helps an agent inspect a game, choose a route, build assets, test the result, and document what it learns.
$ /plugin marketplace add rehan-remade/universal-modder
$ /plugin install universal-modder@universal-modderWORKS WITHClaude CodeOpenAI CodexCursorGemini CLIGitHub CopilotOpenCode
Build one working slice, verify in game, record the route.
01 / THE TOOLKIT
Instead of starting from zero on every game, an AI coding agent can follow a repeatable process to investigate the engine, inspect the project, and select a practical modding route.
Scan installations, identify engines and versions, find loaders and saves, then rank possible modding routes.
Use established tools and repeatable methods to inspect code, formats, and behavior.
Create sprites, textures, 3D assets, audio, and supporting media with fal-powered workflows.
Launch the game, exercise a mod in context, capture evidence, and record what worked.
02 / THE PROCESS
One deliberate loop helps the agent move from investigation to a testable result. Start small, verify in the real game, then keep the useful findings.
Start with field notes from earlier work.
Find the install and collect technical clues.
Identify engine, version, loaders, and constraints.
Write a plan that fits this game.
Get one small feature working first.
Make and adapt art, 3D, or audio.
Check behavior in the actual running game.
Prepare the mod and preserve useful findings.
COMPATIBLE AGENTS
Universal Modder uses Agent Skills and compatible instruction and configuration formats to share a modding method across coding agents.
03 / ENGINE COVERAGE
Playbooks span commercial engines, game-specific ecosystems, and indie frameworks. Actual support depends on the title and its modding constraints.
NOTE Modding support depends on the individual game, engine, loader ecosystem, and technical restrictions.
04 / BUILT WITH THE TOOLKIT
These are documented project examples, not guarantees that the same result is available for every game or setup.
A tModLoader example with weapons, enemies, a boss, and generated sprites.
Explore exampleA custom civilization, units, a wonder, and a reverse-engineered sprite writer.
Explore exampleA story-mode passthrough experiment connecting game visuals and events.
Explore exampleItems, mechanics, characters, textures, sounds, maps, and gameplay experiments—subject to what each game allows.
05 / QUICK START
Pick an agent to see the repository’s documented setup command.
$ /plugin marketplace add rehan-remade/universal-modder
$ /plugin install universal-modder@universal-modder
Add the project marketplace, then install its plugin.
REQUIREMENTS
Python 3.10+ffmpegfal API key for generated assetsBlender for 3D-to-sprite workflowsWindows or WSL for Windows game automation06 / TRY A REAL PROMPT
Describe a concrete mod idea and let your coding agent turn it into an investigation plan. You stay in control of choices that affect files, saves, and the running game.
Read the project workflow“Mod Terraria: add a homing missile launcher and a tactical nuke that craters the world. Make the sprites with fal.”
# Field note
Engine: XNA / tModLoader
Versions: 1.4.4 · verified locally
Route: ModItem + ModProjectile
Test: launch game, inspect behavior
Gotcha: sync projectile state07 / REUSABLE FIELD NOTES
Completed work can leave notes for the next coding agent, so it can start with proven discoveries instead of repeating the same reverse-engineering work.
PROJECT SAFETY RULES
This guide focuses on single-player and offline modding for games you own. The project rules prohibit bypassing DRM, ownership checks, or anti-cheat, and prohibit cheats against other players. Do not redistribute game files or decompiled proprietary code.
08 / FAQ
Quick answers about installation, supported agents, AI game modding, and the limits of automated workflows.
Universal Modder is an open-source toolkit that gives compatible AI coding agents game-recon, modding, asset, testing, and knowledge-base workflows for PC games. It is a toolkit for coding agents, not a one-click browser generator.
The repository is MIT licensed. Some asset-generation workflows use fal and require a fal API key; check the provider for current pricing and terms.
Yes. The project repository identifies its license as MIT. Review the repository and license for the current source and terms.
No tool can guarantee support for every game. The usable route depends on the game, engine, version, loaders, technical restrictions, and what the agent can inspect.
Yes. The repository documents a Claude Code marketplace installation and provides Agent Skills, tools, and a shared knowledge base.
Yes. The repository documents a Codex plugin marketplace installation.
The repository lists Cursor support through its marketplace or a repository clone, with project instructions and MCP configuration.
Its playbooks cover Unity, Unreal, Godot, .NET/XNA/FNA, Source, Bethesda, Minecraft, Age of Empires/Genie, RE Engine, FromSoftware, GTA/RAGE, Cyberpunk/REDengine, Baldur’s Gate 3, native C++, and several indie and legacy engines. Individual games still vary.
An agent can use the toolkit to investigate a game, choose a modding route, implement a small working slice, create assets, and test it. The process still depends on the game and may require user decisions or manual work.
Choose the instructions for your coding agent in the Install section. Claude Code and Codex use plugin marketplace commands; Gemini CLI uses an extension install command; skills-only users can use npx skills add.
A coding agent can handle many implementation steps, but users still need to describe the goal, review changes, provide required tools or credentials, and make decisions when the game or workflow needs them.
Its fal-powered workflows cover image, sprite, texture, 3D, audio, and video tasks. Generated assets may need conversion or adjustment to fit a specific game.
The project documents safeguards against anti-cheat evasion, DRM or ownership-check bypasses, and multiplayer cheats. Back up saves and review changes; do not redistribute game files or decompiled proprietary code.
The source repository is github.com/rehan-remade/universal-modder.
MAKE THE FIRST SLICE WORK
Give your coding agent a game, an idea, and the Universal Modder toolkit.