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HunLuanZhiZhuHunLuanZhiZhu/Game-Studios-Plugin/skills/security-audit/SKILL.md

security-audit

Skill1 starsChanged 39 days agoMITView on GitHub

Audit the game for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure, and input validation gaps. Produces a prioritised security report with remediation guidance. Run before any public release or multiplayer launch.

192 other projects use a version of this, 6 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use community-led-growth, ph-community-outreach and 1 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • nicepkgSkill

    community-led-growth

    Expert in community-led growth (CLG) - leveraging user communities to drive acquisition, retention, and expansion. Covers building developer communities, user groups, ambassador programs, and turning customers into advocates. Knows the difference between community as a feature vs community as a growth engine, and how to measure community ROI. Use when "community-led, CLG, ambassador program, champion program, user community, developer community, word of mouth, user group, " mentioned.

    Also in 5 projects that use this

  • nicepkgSkill

    ph-community-outreach

    Engage Reddit, Indie Hackers, Hacker News and other communities for Product Hunt launches. Use this skill to identify relevant communities, craft appropriate posts, and drive cross-platform engagement without appearing spammy.

    Also in 5 projects that use this

  • +1 more from nicepkg

The file

We split this skill into the rules it gives an agent

12 rules. 0 are common, 8 are distinctive, and 4 are very specific to this project.

  • 0

    Common

    Most of the 173 edited versions we read keep these.

  • 8

    Distinctive

    This author's own choices. Worth a look.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Before any public release (required for the Polish → Release gate)

    line 20
  2. Distinctive:

    Before enabling any online/multiplayer feature

    line 21
  3. Distinctive:

    After implementing any system that reads from disk or network

    line 22
  4. Distinctive:

    When a security-related bug is reported

    line 23
  5. Very specific:

    No argument — run full

    line 37
  6. Very specific:

    Read .studio/technical-preferences.md to determine:

    line 39
  7. Distinctive:

    Do any plugins have known CVEs in the version being used?

    line 106
  8. Very specific:

    Ask: "May I write the full security audit report to production/security/security-audit-[date].md?"

    line 220
  9. Distinctive:

    Write only after approval.

    line 222
  10. Very specific:

    After remediating findings, re-run: /security-audit quick to confirm CRITICAL/HIGH items are resolved before running /gate-check release.

    line 230
  11. Distinctive:

    If CRITICAL findings exist:

    line 232
  12. Distinctive:

    If no CRITICAL/HIGH findings:

    line 235

“Common” is measured: kept by at least 6 in 10 of the 173 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Security Audit

Security is not optional for any shipped game. Even single-player games have save tampering vectors. Multiplayer games have cheat surfaces, data exposure risks, and denial-of-service potential. This skill systematically audits the codebase for the most common game security failures and produces a prioritised remediation plan.

Run this skill:

  • Before any public release (required for the Polish → Release gate)
  • Before enabling any online/multiplayer feature
  • After implementing any system that reads from disk or network
  • When a security-related bug is reported

Output: production/security/security-audit-[date].md


Phase 1: Parse Arguments and Scope

Modes:

  • full — all categories (recommended before release)
  • network — network/multiplayer only
  • save — save file and serialization only
  • input — input validation and injection only
  • quick — high-severity checks only (fastest, for iterative use)
  • No argument — run full

Read .studio/technical-preferences.md to determine:

  • Engine and language (affects which patterns to search for)
  • Target platforms (affects which attack surfaces apply)
  • Whether multiplayer/networking is in scope

Phase 2: Spawn Security Engineer

Spawn security-engineer via Task. Pass:

  • The audit scope/mode
  • Engine and language from technical preferences
  • A manifest of all source directories: src/, assets/data/, any config files

The security-engineer runs the audit across 6 categories (see Phase 3). Collect their full findings before proceeding.


Phase 3: Audit Categories

The security-engineer evaluates each of the following. Skip categories not applicable to the project scope.

Category 1: Save File and Serialization Security

  • Are save files validated before loading? (no blind deserialization)
  • Are save file paths constructed from user input? (path traversal risk)
  • Are save files checksummed or signed? (tamper detection)
  • Does the game trust numeric values from save files without bounds checking?
  • Are there any eval() or dynamic code execution calls near save loading?

Grep patterns: File.open, load, deserialize, JSON.parse, from_json, read_file — check each for validation.

Category 2: Network and Multiplayer Security (skip if single-player only)

  • Is game state authoritative on the server, or does the client dictate outcomes?
  • Are incoming network packets validated for size, type, and value range?
  • Are player positions and state changes validated server-side?
  • Is there rate limiting on any network calls?
  • Are authentication tokens handled correctly (never sent in plaintext)?
  • Does the game expose any debug endpoints in release builds?

Grep for: recv, receive, PacketPeer, socket, NetworkedMultiplayerPeer, rpc, rpc_id — check each call site for validation.

Category 3: Input Validation

  • Are any player-supplied strings used in file paths? (path traversal)
  • Are any player-supplied strings logged without sanitization? (log injection)
  • Are numeric inputs (e.g., item quantities, character stats) bounds-checked before use?
  • Are achievement/stat values checked before being written to any backend?

Grep for: get_input, Input.get_, input_map, user-facing text fields — check validation.

Category 4: Data Exposure

  • Are any API keys, credentials, or secrets hardcoded in src/ or assets/?
  • Are debug symbols or verbose error messages included in release builds?
  • Does the game log sensitive player data to disk or console?
  • Are any internal file paths or system information exposed to players?

Grep for: api_key, secret, password, token, private_key, DEBUG, print( in release-facing code.

Category 5: Cheat and Anti-Tamper Vectors

  • Are gameplay-critical values stored only in memory, not in easily-editable files?
  • Are any critical game progression flags (e.g., "has paid for DLC") validated server-side?
  • Is there any protection against memory editing tools (Cheat Engine, etc.) for multiplayer?
  • Are leaderboard/score submissions validated before acceptance?

Note: Client-side anti-cheat is largely unenforceable. Focus on server-side validation for anything competitive or monetised.

Category 6: Dependency and Supply Chain

  • Are any third-party plugins or libraries used? List them.
  • Do any plugins have known CVEs in the version being used?
  • Are plugin sources verified (official marketplace, reviewed repository)?

Glob for: addons/, plugins/, third_party/, vendor/ — list all external dependencies.


Phase 4: Classify Findings

For each finding, assign:

Severity:

LevelDefinition
CRITICALRemote code execution, data breach, or trivially-exploitable cheat that breaks multiplayer integrity
HIGHSave tampering that bypasses progression, credential exposure, or server-side authority bypass
MEDIUMClient-side cheat enablement, information disclosure, or input validation gap with limited impact
LOWDefence-in-depth improvement — hardening that reduces attack surface but no direct exploit exists

Status: Open / Accepted Risk / Out of Scope


Phase 5: Generate Report

# Security Audit Report

**Date**: [date]
**Scope**: [full | network | save | input | quick]
**Engine**: [engine + version]
**Audited by**: security-engineer via /security-audit
**Files scanned**: [N source files, N config files]

---

## Executive Summary

| Severity | Count | Must Fix Before Release |
|----------|-------|------------------------|
| CRITICAL | [N] | Yes — all |
| HIGH | [N] | Yes — all |
| MEDIUM | [N] | Recommended |
| LOW | [N] | Optional |

**Release recommendation**: [CLEAR TO SHIP / FIX CRITICALS FIRST / DO NOT SHIP]

---

## CRITICAL Findings

### SEC-001: [Title]
**Category**: [Save / Network / Input / Data / Cheat / Dependency]
**File**: `[path]` line [N]
**Description**: [What the vulnerability is]
**Attack scenario**: [How a malicious user would exploit it]
**Remediation**: [Specific code change or pattern to apply]
**Effort**: [Low / Medium / High]

[repeat per finding]

---

## HIGH Findings

[same format]

---

## MEDIUM Findings

[same format]

---

## LOW Findings

[same format]

---

## Accepted Risk

[Any findings explicitly accepted by the team with rationale]

---

## Dependency Inventory

| Plugin / Library | Version | Source | Known CVEs |
|-----------------|---------|--------|------------|
| [name] | [version] | [source] | [none / CVE-XXXX-NNNN] |

---

## Remediation Priority Order

1. [SEC-NNN] — [1-line description] — Est. effort: [Low/Medium/High]
2. ...

---

## Re-Audit Trigger

Run `/security-audit` again after remediating any CRITICAL or HIGH findings.
The Polish → Release gate requires this report with no open CRITICAL or HIGH items.

Phase 6: Write Report

Present the report summary (executive summary + CRITICAL/HIGH findings only) in conversation.

Ask: "May I write the full security audit report to production/security/security-audit-[date].md?"

Write only after approval.


Phase 7: Gate Integration

This report is a required artifact for the Polish → Release gate.

After remediating findings, re-run: /security-audit quick to confirm CRITICAL/HIGH items are resolved before running /gate-check release.

If CRITICAL findings exist:

"⛔ CRITICAL security findings must be resolved before any public release. Do not proceed to /launch-checklist until these are addressed."

If no CRITICAL/HIGH findings:

"✅ No blocking security findings. Report written to production/security/. Include this path when running /gate-check release."


Collaborative Protocol

  • Never assume a pattern is safe — flag it and let the user decide
  • Accepted risk is a valid outcome — some LOW findings are acceptable trade-offs for a solo team; document the decision
  • Multiplayer games have a higher bar — any HIGH finding in a multiplayer context should be treated as CRITICAL
  • This is not a penetration test — this audit covers common patterns; a real pentest by a human security professional is recommended before any competitive or monetised multiplayer launch

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