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.

Python

681

1 commits

updated Sep 30, 2026

See the code

See what people are saying

SourceMessageScoreDate

New open-source project tries to let Claude Code mod almost any PC game you own: universal-modder (r/ClaudeAI)

universal-modder (MIT licensed) launched today. It's a Claude Code plugin that identifies a game's engine, reads the real code, builds the mod, generates sprites/3D/audio with fal, tests it in the running game, and cuts a showcase video. The author's examples: a Terraria mod with a tactical nuke…

1

Sep 30, 2026

README

universal-modder

Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own.
It finds the game, works out the engine and the modding route, reads the real code, builds the mod,
generates art, 3D and sound with fal, tests it in the running game, and cuts the showcase video.

Claude Code plugin assets by fal MIT

A tactical nuke in Terraria and robotaxis in Age of Empires II, both built with universal-modder

Install

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.

Try it

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.

What's inside

Skills (skills/)

SkillWhat it does
mod-any-gameThe 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-reconWhich engine and version, managed or native, anti-cheat, loaders, save folders, community route → MODDING_PLAN.md
reverse-engineeringILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip
fal-assetsSprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video
asset-pipelineArt → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites
game-automationLaunch, screenshot (GPU-safe), click/type, windowed mode, crash-reporter cleanup, in-game agent bridges
showcase-videoRecord the window with only the game's audio, pick moments, cut a styled video from an EDL
mashup-modsGame-inside-a-game: content ports, passthrough mods, decomps as libraries, reimplementations
publish-modLint, package per platform, credits, the post

The um CLI (bin/um, Python). Every command has --help with examples.

um scanFind Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes
um falsprite, 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 spritecutout, fit, pixelate, palette, sheet, slice, frames, team-mask, seamless, preview
um render3dGLB → sprite frames from the game's camera (aoe2, iso8, trueiso, topdown, side, turntable) with Blender
um winshot, record (gfxcapture + process-loopback audio), drive (input that only reaches the game), ps, kill, launch, reg
um videocontact sheets, compile (EDL → titled, beat-cut video with music), mux, beats, first-frame
um backupSnapshot, diff and restore save folders
um publish checkBlocks 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#.

3D route: fal concept to 3D to 16 AoE2 headings. 2D route: fal art to cutout to a 64x26 Terraria sprite in game.

Built with it

  • examples/terraria-tmodloader: Fal Arsenal for tModLoader. A homing missile launcher, a tactical nuke (crater + mushroom cloud), a chain-lightning rifle, a black-hole gun, an orbital strike, three new enemies and a two-phase Drone Mothership boss. Every sprite came from fal.
  • examples/aoe2-de-civ: San Franciscans for Age of Empires II DE.
    • A new civilization with a Robotaxi unique unit and Delivery Drones, rendered from fal image-to-3D models at AoE2's camera angle.
    • A Transamerica Pyramid wonder.
    • A reverse-engineered .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).

Rules it follows

  • Single-player and offline, on games you own. It refuses to inject into online games with anti-cheat, write multiplayer cheats, or bypass anti-cheat, DRM or ownership checks.
  • It never ships game files or decompiled code. Mods ship as code, your own assets, patches or converters.
  • It backs up before touching saves, and kills processes by PID only.
  • It asks before driving your mouse and keyboard, installing loaders into game folders, or publishing.

Full reasoning: skills/mod-any-game/references/safety.md.

Credits

  • Built from real sessions of Claude Code modding Terraria and Age of Empires II.
  • Assets: fal (GPT Image 2, Nano Banana 2, FLUX, Trellis 2, ElevenLabs...).
  • Standing on the shoulders of tModLoader, genieutils-py, AoE2ScenarioParser, BepInEx, Harmony, UE4SS, REFramework, SKSE, Fabric, ILSpy, Ghidra and every modding community that documented its game.
  • The engine playbooks also draw on the September 2026 wave of AI-built mods, and on how their creators explained them in public.

MIT licensed. Fonts: Space Grotesk and JetBrains Mono (SIL OFL).

age-of-empires
claude-code
claude-code-plugin
fal
game-assets
game-modding
mcp
modding
reverse-engineering
tmodloader

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.

Python

681

1 commits

updated Sep 30, 2026

See the code

See what people are saying

SourceMessageScoreDate

New open-source project tries to let Claude Code mod almost any PC game you own: universal-modder (r/ClaudeAI)

universal-modder (MIT licensed) launched today. It's a Claude Code plugin that identifies a game's engine, reads the real code, builds the mod, generates sprites/3D/audio with fal, tests it in the running game, and cuts a showcase video. The author's examples: a Terraria mod with a tactical nuke…

1

Sep 30, 2026

README

universal-modder

Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own.
It finds the game, works out the engine and the modding route, reads the real code, builds the mod,
generates art, 3D and sound with fal, tests it in the running game, and cuts the showcase video.

Claude Code plugin assets by fal MIT

A tactical nuke in Terraria and robotaxis in Age of Empires II, both built with universal-modder

Install

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.

Try it

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.

What's inside

Skills (skills/)

SkillWhat it does
mod-any-gameThe 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-reconWhich engine and version, managed or native, anti-cheat, loaders, save folders, community route → MODDING_PLAN.md
reverse-engineeringILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip
fal-assetsSprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video
asset-pipelineArt → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites
game-automationLaunch, screenshot (GPU-safe), click/type, windowed mode, crash-reporter cleanup, in-game agent bridges
showcase-videoRecord the window with only the game's audio, pick moments, cut a styled video from an EDL
mashup-modsGame-inside-a-game: content ports, passthrough mods, decomps as libraries, reimplementations
publish-modLint, package per platform, credits, the post

The um CLI (bin/um, Python). Every command has --help with examples.

um scanFind Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes
um falsprite, 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 spritecutout, fit, pixelate, palette, sheet, slice, frames, team-mask, seamless, preview
um render3dGLB → sprite frames from the game's camera (aoe2, iso8, trueiso, topdown, side, turntable) with Blender
um winshot, record (gfxcapture + process-loopback audio), drive (input that only reaches the game), ps, kill, launch, reg
um videocontact sheets, compile (EDL → titled, beat-cut video with music), mux, beats, first-frame
um backupSnapshot, diff and restore save folders
um publish checkBlocks 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#.

3D route: fal concept to 3D to 16 AoE2 headings. 2D route: fal art to cutout to a 64x26 Terraria sprite in game.

Built with it

  • examples/terraria-tmodloader: Fal Arsenal for tModLoader. A homing missile launcher, a tactical nuke (crater + mushroom cloud), a chain-lightning rifle, a black-hole gun, an orbital strike, three new enemies and a two-phase Drone Mothership boss. Every sprite came from fal.
  • examples/aoe2-de-civ: San Franciscans for Age of Empires II DE.
    • A new civilization with a Robotaxi unique unit and Delivery Drones, rendered from fal image-to-3D models at AoE2's camera angle.
    • A Transamerica Pyramid wonder.
    • A reverse-engineered .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).

Rules it follows

  • Single-player and offline, on games you own. It refuses to inject into online games with anti-cheat, write multiplayer cheats, or bypass anti-cheat, DRM or ownership checks.
  • It never ships game files or decompiled code. Mods ship as code, your own assets, patches or converters.
  • It backs up before touching saves, and kills processes by PID only.
  • It asks before driving your mouse and keyboard, installing loaders into game folders, or publishing.

Full reasoning: skills/mod-any-game/references/safety.md.

Credits

  • Built from real sessions of Claude Code modding Terraria and Age of Empires II.
  • Assets: fal (GPT Image 2, Nano Banana 2, FLUX, Trellis 2, ElevenLabs...).
  • Standing on the shoulders of tModLoader, genieutils-py, AoE2ScenarioParser, BepInEx, Harmony, UE4SS, REFramework, SKSE, Fabric, ILSpy, Ghidra and every modding community that documented its game.
  • The engine playbooks also draw on the September 2026 wave of AI-built mods, and on how their creators explained them in public.

MIT licensed. Fonts: Space Grotesk and JetBrains Mono (SIL OFL).

age-of-empires
claude-code
claude-code-plugin
fal
game-assets
game-modding
mcp
modding
reverse-engineering
tmodloader

Languages

Python

87.9%

PowerShell

11.4%