engineering / skill

universal-modder

Skills and a command-line tool for modding PC games you own with an AI coding agent, from engine recon to fal-made assets and a showcase video.

At a glance

Purpose
Skills and a command-line tool for modding PC games you own with an AI coding agent, from engine recon to fal-made assets and a showcase video.
Runs in
Local agent with shell, MCP server
Operating systems
Windows
Needs
Runtime: Git, Python 3.10+ and ffmpeg; Needs internet: Yes; Needs accounts or API keys beyond your agent: Not stated
Files and data
Reads files: Yes; Writes files: Yes; Sends data to other services: Yes
Tool type
Skill
Delivery
From GitHub
Version
Latest on the main branch
Access
Code on GitHub
Compatibility
According to the README, it works with Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot and OpenCode. The README lists an install route for each, a skills-only route for any agent and a clone route for anything else. It names Steam, Epic and Xbox game installs, and says Windows games are driven natively or from WSL.
External costs
The repository is MIT-licensed. Asset generation uses fal and needs a fal API key. The README lists a price subcommand under um fal and states no prices itself. Your coding agent or model provider may charge for usage.
Permissions
The skills act through your coding agent with the access you give it. The README describes web research using archives, GitHub, mod-platform APIs, Reddit and YouTube, with login-gated handoff and screenshots as evidence. The repository's top-level file list includes hooks/; the README does not describe those hooks. The README says fal generation uses the user's FAL_KEY and sends asset-generation requests to fal. The README describes finding game installs and save folders, reading game code, building and packaging mods, backing up and restoring saves, capturing game windows and audio, sending input, launching games and killing processes by PID. The README says the agent asks before mouse and keyboard control, installing loaders into game folders or publishing. The README describes creating a branch, pushing a field note and opening a knowledge-base pull request after human approval.
Usage terms
MIT License, as stated in the repository. See its LICENSE file for the exact terms. The README's credits also say the fonts used for its brand type and video titles are under the SIL OFL.

Code on GitHub

rehan-remade/universal-modder

MIT

Python7,085 stars744 forksLast pushed 13 Oct 2026 UTC

Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game testing, showcase videos.

Topics: age-of-empires claude-code claude-code-plugin fal game-assets game-modding mcp modding

Public GitHub data fetched · 0 days old

View on GitHub ↗

What it does

universal-modder is a collection of skills, command-line tools and a shared knowledge base for modding PC games. The README describes an agent workflow for identifying a game and engine, reading code, building a mod, generating assets with fal, running the mod in the game, recording a video and writing field notes.

The README lists skills including mod-any-game, game-recon, reverse-engineering, fal-assets and showcase-video, together with the Python um CLI. The README describes commands for finding game installs, generating assets, building sprites, rendering models, capturing game windows, backing up saves, compiling videos and working with the knowledge base.

The README gives plugin, clone and skills-only installation routes. The README tells agents to avoid online anti-cheat injection, cheats against other players, and bypassing anti-cheat, DRM or ownership checks. The README says mods should ship as code, the user's own assets, patches or converters rather than game files or decompiled code.

Who it is for

People who want an AI coding agent to help them mod PC games they own.

Example tasks

Mod Terraria with a homing missile launcher and make the sprites with fal.
Make a new civilization for Age of Empires II with a unique unit rendered from 3D.
Find out what engine a game folder uses and whether anyone has modded it before.
Port a vehicle from a game you own into Minecraft, such as the Halo Warthog with a gunner on the turret.
Search the knowledge base for prior art on a game before you start.

Getting started

The README has an install table with one row per agent. For Claude Code it shows the slash commands /plugin marketplace add rehan-remade/universal-modder and /plugin install universal-modder@universal-modder. Codex and Gemini CLI have their own commands. VS Code with Copilot, Cursor and OpenCode have their own steps. Any agent can add only the skills with an npx skills add command. The README says plugin installs and clones put the um CLI on PATH, and shows a uv route for installing it elsewhere. For assets, set a fal API key in the FAL_KEY variable. The README has the exact commands. The README describes plugin and extension installation, agent and MCP configuration, adding um to PATH, and a separate user-level uv tool install or pipx install route.

Limitations

The README lists Git, Python 3.10+ and ffmpeg as requirements, recommends uv, and requires Blender for 3D-to-sprite renders. The README says fal asset generation uses FAL_KEY, while um comfy can generate images through a local ComfyUI server without an API key. The README says Windows games are driven natively or from WSL and describes bundled PowerShell tools with embedded C#.

The README distinguishes plugin and clone routes from skills-only installation and provides a separate uv or pipx route for the um CLI. The README limits its stated use to games the user owns, including multiplayer or hosted servers, and tells agents to refuse online anti-cheat injection, cheating against other players and anti-cheat, DRM or ownership-check bypasses. The README calls for save backups and permission before mouse or keyboard control, installing loaders or publishing. The repository can change at any time; check its README before you install.

Data practices

According to the README, asset generation uses fal through your fal API key, while um comfy uses a local ComfyUI server with no API key. The README says an agent can open a pull request with a field note for the knowledge base, after your approval. It says contributions must not include game files or decompiled dumps. The README does not mention telemetry. What else is sent where depends on your coding agent and model provider.

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