Files
Donchitos 984023ddac Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration

- Add /vertical-slice skill for pre-production validation (Phase 4 gate)
- Overhaul /prototype skill with two-mode design: concept prototype (Phase 1)
  vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS
- Update prototyper agent to own both prototype and vertical-slice workflows
- Add prototype-report.md and vertical-slice-report.md output templates
- Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map,
  and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline
- Remove orphaned empty quick-prototype/ directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* sync v1 counts + polish

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts

- /asset-spec: new Phase 0b entity & screen inventory when no argument and no
  existing inventory — reads GDDs/art-bible, proposes categorized list, writes
  design/assets/entity-inventory.md collaboratively
- /asset-spec: entity/character target falls back to inline user description
  when no source doc exists, rather than failing
- /gate-check: vertical slice changed from blocking to CONCERNS-only when
  absent; built-but-broken slice still fails; adds entity inventory as gate artifact
- /ux-design: convert inline approval prompts to AskUserQuestion for structured
  option capture at key authoring decision points
- workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec
  min_count raised to 3; vertical-slice and prototype marked required: false with
  updated descriptions
- .gitignore: exclude marrow/ eval tooling directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Add missing AskUserQuestion widgets to 7 skills

Audit found 11 decision points across 7 skills where structured option
prompts were missing — using plain text, auto-selection, or no gate at all.

Skills patched:
- create-epics: per-epic approval + producer CONCERNS verdict
- sprint-plan: producer CONCERNS verdict with scope/timeline options
- milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement
- retrospective: existing-retro handling converted from plain text [A]/[B]
- quick-design: classification confirmation + draft approve/revise/redirect
- tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture
- regression-suite: no-arg mode selection instead of silent auto-detect
- hotfix: severity confirmation gate before workflow begins

Also added AskUserQuestion to allowed-tools headers for retrospective,
quick-design, tech-debt, regression-suite, and hotfix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields

- WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73),
  add 6 missing skills to Appendix B, fix Creative category count (2→4),
  replace 3 non-existent agent names with correct ue-*/unity-* specialists,
  add missing godot-csharp/gdextension specialists to hierarchy,
  fix production/stories/ paths → production/epics/
- coordination-rules.md: replace "not yet used" with opt-in env var note
- quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic"
- skill-flow-diagrams.md: remove duplicate legacy UX pipeline section
- All 62 skills missing model: field now have explicit model: sonnet

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: comprehensive skill audit — consistency, UX, and flow gaps

Two-pass audit fixing ~35 bugs across 41 files.

Pre-production flow:
- Brainstorm next-steps split into Path A (design-first) and Path B
  (prototype-first) — eliminates "prototype after architecture" confusion
- /architecture-review added to pre-production flow in brainstorm and
  create-architecture handoffs
- gate-check traceability check corrected to requirements-traceability.md
- dev-story TR registry error now points to /architecture-review (not /create-epics)
- start now writes production/stage.txt on first onboarding

AskUserQuestion gaps filled:
- balance-check, code-review, hotfix, day-one-patch, consistency-check
  all gain closing widgets and/or missing allowed-tools declarations
- hotfix git branch creation now requires user confirmation
- sprint-plan review-mode setup moved to Phase 0 (before gates run)
- team-combat gains architecture→implementation approval gate
- design-review APPROVED path consolidated from 3 widgets to 1 multiSelect

All 9 team-* skills:
- Phase 0 review-mode resolution added (solo/lean/full now respected)
- team-audio output path fixed (design/gdd/ → design/audio/)
- team-level final doc compilation delegated to level-designer subagent
- team-narrative localization-lead added to composition list
- team-qa sprint path fixed (flat files, not directories)
- team-release NO-GO override captures written justification
- team-live-ops Cancel verdict now explicitly BLOCKED

Other fixes:
- Art bible path standardized to design/art/art-bible.md (3 wrong refs)
- AD-PHASE-GATE added to lean-mode skip list in director-gates.md
- design-system duplicate 5d heading fixed; skeleton decline path added;
  mandatory agent spawns now respect review mode
- story-readiness acceptance criteria thresholds now type-aware
- create-stories gains multi-ADR and no-ADR handling guidance
- consistency-check creates docs/consistency-failures.md on first run
- retrospective frontmatter bash injection replaced with explicit Bash call
- smoke-check ls -t gains PowerShell fallback
- Conventional Commits format documented in coding-standards.md
- gate-check: ADR acceptance gate, QA plan check, chain-of-verification
  tool-action requirement all added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: expose --review flag in argument-hints for all team-* skills

All 9 team-* skills already implement Phase 0 review-mode resolution
internally (full/lean/solo), but none advertised [--review full|lean|solo]
in their argument-hint. Users had no way to discover the per-run override.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add SECURITY.md with coordinated disclosure policy

Defines scope, reporting process (GitHub private vulnerability reporting),
contributor security guidelines for hooks/skills/agents, and 90-day
coordinated disclosure timeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add CONTRIBUTING.md with framework contribution guidelines

Covers what PRs are welcome, skill/hook/agent technical requirements,
the collaborative principle, testing expectations, commit format,
and platform compatibility requirements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md

Documents the 17 commits since the beta tag: new /vertical-slice gate,
entity inventory flow in /map-systems, AskUserQuestion widgets across
7 skills, --review flag exposure on team-* skills, bug fixes
(#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:15:08 +10:00

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Markdown

---
name: security-audit
description: "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."
argument-hint: "[full | network | save | input | quick]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Bash, Write, Task
model: sonnet
agent: security-engineer
---
# 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 `.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/` 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:**
| 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
```markdown
# 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