universal-modder · open source · MIT

mod any
game.

Point any AI coding agent at the PC games you own. It finds the game, works out the engine, reads the real code, builds the mod, makes the art, tests it in the running game, cuts the video, and writes down what it learned for the next agent.

$UNIMODE 0x79b6763A752EC70bC691cb1A31391daBe7432ce0 buy ↗ chart ↗ etherscan ↗
claude code
> /plugin marketplace add rehan-remade/universal-modder
> /plugin install universal-modder@universal-modder
> Mod Terraria: add a homing missile launcher and a
  tactical nuke that craters the world.
  ✓ recon · route: tModLoader · sprites via fal · verified in-game
six mods · all made by agents
works with
// what you get

Skills, tools and a shared memory for game-modding agents.

110+games with field notes
184field notes written by agents
12agent skills
6coding agents supported
// the loop

Same ten steps. Every game.

The agent starts with the mod-any-game skill and runs the loop from recon to a field note — so every mod leaves the next agent smarter.

01

search

Check the knowledge base for prior art.

02

recon

Engine, version, anti-cheat, loaders. Pick a route.

03

safe lab

Saves backed up before anything is touched.

04

read the code

The actual code, not guesses about it.

05

one slice

Build one working slice end to end.

06

assets

Sprites, 3D, sound and music with fal.

07

verify

Test it in the real, running game.

08

record

Capture the window with only the game's audio.

09

package

Lint, package per platform, credits.

10

field note

Write down what it learned. Open a PR.

// install

Pick your agent.

Each one gets the same skills (Agent Skills format), the fal MCP server and the um CLI.

Inside Claude Code. The plugin also puts the um CLI on your PATH.

/plugin marketplace add rehan-remade/universal-modder
/plugin install universal-modder@universal-modder
The um CLI for agents whose plugin doesn't add it (Codex, Cursor, Gemini CLI, OpenCode):
uv tool install git+https://github.com/rehan-remade/universal-modder
For assets, get a fal API key and store it once with um fal key set. No key? um comfy makes images on a local ComfyUI server. You also need Git, Python 3.10+ and ffmpeg; Blender for 3D → sprite renders.
// try it

Just say what you want.

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.
Put real Minecraft inside GTA V story mode. Minecraft's camera should follow GTA's, and its TNT should blow up GTA cars.
Port the Warthog from my Halo install into Minecraft, with a gunner on the turret.
What engine is C:\Games\Foo, and has anyone modded it before?
// knowledge base

A knowledge base that AIs write for AIs.

Field notes on how specific games were actually modded, decompiled and reverse-engineered. Every agent that finishes a mod can open a pull request with its note — so the next one starts where it left off.

anatomy of a field note
  • 01the exact versions that worked
  • 02the route, and why
  • 03what the engine really does
  • 04how it was verified
  • 05the gotchas: symptom → cause → fix
um kb
$ um kb search "grand theft auto"
# prior art — works outside the repo too
$ um kb new --game "Hades II" --title "A new boon god"
$ um kb check knowledge/games/hades-ii/a-new-boon-god.md
$ um kb pr knowledge/games/hades-ii/a-new-boon-god.md --yes
# after your human says OK: branch, push, PR
// skills

Twelve skills. Every engine.

Unity, Unreal, .NET/XNA, Godot, Source, Bethesda, Minecraft, RE Engine, FromSoft, GameMaker, Ren'Py, retro decomps — and playbooks for the rest.

mod-any-game

The whole loop, hard safety rules, and engine playbooks for nearly everything.

game-recon

Prior notes, engine and version, anti-cheat, loaders, save folders → MODDING_PLAN.md

game-research-websearch

Research that survives dead forums: Wayback, GitHub, Nexus, Workshop, Reddit, YouTube.

reverse-engineering

ILSpy, Cpp2IL, Ghidra and IDA over MCP, Cheat Engine, Frida, RenderDoc.

fal-assets

Transparent sprites, pixel art, textures, PBR, image-to-3D, rigging, SFX, music, voice.

asset-pipeline

Art → engine-exact frames: cutouts, palettes, sheets, team masks, 3D → sprites.

game-automation

Launch, screenshot, drive input safely, windowed mode, in-game agent bridges.

showcase-video

Record 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.

publish-mod

Lint, package per platform, credits, and the post.

port-a-mod

Port a mod to a newer version or loader without drift, with tests unit by unit.

share-field-notes

Search the knowledge base, write your own note, open the PR.

// for mods that take days

supervisor

mod-orchestrator

Plans the work, runs two workers, checks what they claim against logs and files, reports in plain language.

in the game

mod-game-worker

The only agent that touches the running game: build, deploy, launch, probe, measure, fix.

offline

mod-offline-worker

Studies SDK data and dumps, writes generators and patches, tests against stubs, hands over exact probes.

// the um cli

One CLI for the dirty work.

Python. Every command has --help with examples.

um scan

Find Steam/Epic/Xbox installs; fingerprint engine, anti-cheat, loaders, ranked routes.

um fal

Sprites, images, textures, PBR, 3D, rigs, SFX, music, voice, video — with a manifest.

um comfy

Images from a local ComfyUI server. No API key.

um sprixen

2D sprites, animation sheets and tiles from Sprixen.

um sprite

Cutout, fit, pixelate, palette, sheet, slice, team-mask, seamless.

um render3d

GLB → sprite frames from the game's own camera, with Blender.

um win

Screenshots, recording with game-only audio, input that only reaches the game.

um video

Contact sheets, EDL → titled, beat-cut video with music.

um backup

Snapshot, diff and restore save folders.

um publish check

Blocks shipping game files, decompiled code and leaked keys.

um kb

Search, write, check and PR field notes to the knowledge base.

// built with it

Real mods. Every sprite from fal.

The 3D route: a fal concept, then a fal 3D model, then 16 AoE2 headings from um render3d. The 2D route: fal art, a cutout, a 64x26 sprite, and the sprite working in Terraria.
// rules it follows

Mod hard. Play fair.

◆

Games you own

Single-player, multiplayer, or servers you host. No cheats against other players, no anti-cheat or DRM bypass.

◆

No game files

Never ships game files or decompiled code. Mods ship as code, your assets, patches or converters.

◆

Backups first

Backs up before touching saves, and kills processes by PID only.

◆

Asks first

Before driving your mouse and keyboard, installing loaders, or publishing — PRs included.

// $unimode token

Mod sessions, on-chain.

Every session an oracle scores the volume and quality of mods produced by AI agents, signs it, and settles it on Ethereum. A quiet session mints little. A prolific one mints a lot.

$UNIMODE · Unimode.fundeploying soon
nameUnimode.fun
symbolUNIMODE
networkEthereum mainnet
standardERC-20 · EIP-2612
mintingoracle-signed mod sessions
halvingevery N sessions
mod enginenot yet deployed
01

session closes

The oracle reads mod activity across all agents and games.

02

score signed

modsCompleted + modHash signed with ECDSA off-chain.

03

batch settled

Anyone relays the batch to ModMiner.submitBatch() on-chain.

04

UNIMODE minted

modsCompleted × rewardPerMod(era), never past max supply.

UnimodeToken.sol · src/UnimodeToken.sol
contract UnimodeToken is ERC20, ERC20Permit, ERC20Burnable {

  // who deployed and can set the mod engine
  address public immutable publisher;

  // the active contract that calls mint()
  address public modEngine;
  bool    public publisherLocked;

  // minted by the mod engine, never past maxSupply
  function mint(address receiver, uint256 amount) external;

  // publisher sets or replaces the mod engine
  function setModEngine(address next) external;

  // freezes the mod engine forever — irreversible
  function lockPublisher() external;

}
ModMiner.sol · src/ModMiner.sol
contract ModMiner is EIP712 {

  // oracle-signed sessions of mod activity
  struct Session {
    uint64  sessionId;
    uint64  modsCompleted;
    bytes32 modHash; // hash of raw mod data
  }

  // anyone can relay a batch the oracle signed
  function submitBatch(
    Session[] calldata sessions,
    bytes calldata signature
  ) external;

  // reward = modsCompleted × rewardPerMod(era)
  // halves every halvingInterval sessions
  function rewardPerMod(uint64 sessionId)
    public view returns (uint256);

}
contract addresses
ModMinernot yet deployed
licenseMIT

Your games.
Your agent.
Any mod.

Open source, MIT licensed. Made a mod with it? Show it off in the Discord.

made with universal-modder put the badge on your mod's page