rehan-remade/universal-modder
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.
universal‑modder – AI‑driven game‑modding toolkit
What it is
- A collection of Agent Skills and a small Python CLI (
um) that let large‑language‑model coding agents (Claude, Codex, Gemini, Copilot, Cursor, etc.) automatically create, test and publish mods for almost any PC game you own. - The repository supplies a knowledge base (
knowledge/) where agents record field notes about how a specific game was reverse‑engineered, which engine it uses, and the exact steps that succeeded. New agents can search this base before starting.
How it works
- Agent plug‑in – Install the repo as a plugin for your chosen LLM‑coding assistant (see the table under Install). The plugin adds a set of skills under
skills/and a configuration file (AGENTS.md) that each agent reads. - The
mod‑any‑gameskill – This is the main loop. It:- Searches the knowledge base for prior work on the target game.
- Performs reconnaissance (engine detection, version, anti‑cheat status, save locations).
- Sets up a safe lab (back‑ups saves, isolates the process).
- Reads the game’s code (decompiles with ILSpy, Ghidra, etc.)
- Generates a minimal working mod slice.
- Calls fal.ai via the
um falsub‑command to create sprites, textures, 3D models, sound, music or voice. - Verifies the mod in‑game using automation tools (
um winfor launching, screenshotting, input driving). - Records a showcase video (
um video). - Packages the mod and writes a new field note for future agents.
- CLI (
um) – Provides concrete commands for every stage: scanning installed games, asset generation, 3D‑to‑sprite rendering, Windows automation, backup/restore, knowledge‑base CRUD, and publishing checks. - Safety rules – The system refuses to touch online‑multiplayer games, never ships decompiled game files, backs up saves, and asks for user confirmation before any invasive action.
Key components
- Skills directory – Pre‑written prompts and scripts for 12 engine “playbooks” (Unity, Unreal, .NET/XNA, Godot, Source, Bethesda, Minecraft, AoE2, RE Engine, native C++, and many indie engines). Each playbook encodes the typical reverse‑engineering and mod‑building workflow for that engine.
- Knowledge base – Markdown field notes (
knowledge/games/<game>/<mod>.md) that capture versions, routes, verification steps and gotchas. Agents canum kb search "grand theft auto"and laterum kb pr …to submit a new note. - Fal integration – Asset generation is delegated to the Fal AI service (image‑to‑3D, texture upscaling, audio synthesis, etc.). The CLI wraps the REST API (
um fal …). - Automation utilities – PowerShell tools for safe mouse/keyboard injection and loopback audio capture, plus Python wrappers for launching games, taking screenshots, and recording video.
Example use‑cases from the repo
- Terraria – Add a homing missile launcher and a tactical nuke, with all sprites generated by Fal.
- Age of Empires II DE – Create a new civilization featuring a robot‑taxi unit rendered from 3‑D models.
- Minecraft × GTA V mash‑up – Stream Minecraft’s rendered frames into GTA V, synchronising camera and physics via a WebSocket bridge.
Who it’s for
- Developers building AI‑assisted modding pipelines.
- Researchers exploring automated reverse engineering and asset generation.
- Hobbyists who want a reproducible, AI‑driven workflow for single‑player game modding.
Installation quick‑start
# Install the CLI (requires Python 3.10+, uv recommended)
uv tool install git+https://github.com/rehan-remade/universal-modder
# Or with pipx
pipx install git+https://github.com/rehan-remade/universal-modder
# Export Fal API key for asset generation
export FAL_KEY=your_key_here
Then add the repo as a plugin to your LLM coding agent of choice (Claude, Codex, Gemini, Copilot, Cursor, etc.) and run um scan to discover your games.
License – MIT (with fonts under SIL OFL).
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