Agent skill
security-audit
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.
Install this agent skill to your Project
npx add-skill https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/security-audit
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 onlysave— save file and serialization onlyinput— input validation and injection onlyquick— high-severity checks only (fastest, for iterative use)- No argument — run
full
Read .claude/docs/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/orassets/? - 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:
| Level | Definition |
|---|---|
| CRITICAL | Remote code execution, data breach, or trivially-exploitable cheat that breaks multiplayer integrity |
| HIGH | Save tampering that bypasses progression, credential exposure, or server-side authority bypass |
| MEDIUM | Client-side cheat enablement, information disclosure, or input validation gap with limited impact |
| LOW | Defence-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-checklistuntil 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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