by rehan-remade
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.
# Add to your Claude Code skills
git clone https://github.com/rehan-remade/universal-modderGuides for using mcp servers skills like universal-modder.
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universal-modder is an open-source mcp servers skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by rehan-remade. 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. It has 201 GitHub stars.
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Clone the repository with "git clone https://github.com/rehan-remade/universal-modder" and add it to your Claude Code skills directory (see the Installation section above).
universal-modder is primarily written in Python. It is open-source under rehan-remade on GitHub, so you can review or fork the full source.
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As a Claude Code plugin (recommended):
/plugin marketplace add rehan-remade/universal-modder
/plugin install universal-modder@universal-modder
Or clone it and run Claude inside it (works with Codex/Cursor via AGENTS.md too):
git clone https://github.com/rehan-remade/universal-modder && cd universal-modder && claude
Then give it a fal API key for assets. It powers both the bundled fal MCP
server and the um fal CLI:
export FAL_KEY=...
You also need Python 3.10+ and ffmpeg. uv is recommended; the CLI sets up its own env with it. Blender is
needed for 3D → sprite renders. Windows games are driven natively or from WSL.
Mod Terraria: add a homing missile launcher and a tactical nuke that craters the world. Make the sprites with fal.
Make a new civilization for Age of Empires II with a unique unit rendered from 3D.
I own Skyrim SE. What would it take to put a Minecraft-style block-building mode in it?
What engine is
C:\Games\Foo, and how do people mod it?
Claude starts with the mod-any-game skill and runs the same loop every time: recon, pick a route, set up a safe lab (saves backed up), read the actual code, build one working slice, generate assets, verify in the real game, record, then package.
Skills (skills/)
| Skill | What it does |
|---|---|
mod-any-game |
The whole loop, hard safety rules, and 12 engine playbooks: Unity, Unreal, .NET/XNA (Terraria, Stardew, Celeste), Godot, Source 1/2, Bethesda, Minecraft, AoE2/Genie, RE Engine/FromSoft/GTA/Cyberpunk/BG3, native C++, indie engines (GameMaker, RPG Maker, Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), retro decomps |
game-recon |
Which engine and version, managed or native, anti-cheat, loaders, save folders, community route → MODDING_PLAN.md |
reverse-engineering |
ILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip |
fal-assets |
Sprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video |
asset-pipeline |
Art → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites |
game-automation |
Launch, screenshot (GPU-safe), click/type, windowed mode, crash-reporter cleanup, in-game agent bridges |
showcase-video |
Record the window with only the game's audio, pick moments, cut a styled video from an EDL |
mashup-mods |
Game-inside-a-game: content ports, passthrough mods, decomps as libraries, reimplementations |
publish-mod |
Lint, package per platform, credits, the post |
The um CLI (bin/um, Python). Every command has --help with examples.
um scan |
Find Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes |
um fal |
sprite, image, edit, rmbg, pixelate, upscale, texture, pbr, model3d, rig, sfx, music, voice, video, run, search, schema, price. Plain REST, with a manifest of every generation |
um sprite |
cutout, fit, pixelate, palette, sheet, slice, frames, team-mask, seamless, preview |
um render3d |
GLB → sprite frames from the game's camera (aoe2, iso8, trueiso, topdown, side, turntable) with Blender |
um win |
shot, record (gfxcapture + process-loopback audio), drive (input that only reaches the game), ps, kill, launch, reg |
um video |
contact sheets, compile (EDL → titled, beat-cut video with music), mux, beats, first-frame |
um backup |
Snapshot, diff and restore save folders |
um publish check |
Blocks shipping game files, decompiled code and leaked keys |
Also bundled: the fal MCP server (.mcp.json), a SessionStart hook that puts um on PATH, and two
no-build Windows tools in tools/win/: WinDrive input and ProcLoopback game-only audio, both PowerShell with
embedded C#.
.sld sprite writer.Both started as one-line prompts. The non-obvious lessons from each are written into the skills
(skills/mod-any-game/references/case-studies.md).
Full reasoning: skills/mod-any-game/references/safety.md.
MIT licensed. Fonts: Space Grotesk and JetBrains Mono (SIL OFL).