---
title: "universal-modder"
description: "Mod almost any game you own with an AI agent: engine recon, reverse engineering, fal-generated art/3D/audio, in-game testing, showcase videos, and a shared knowledge base of how games were modded."
canonical: https://agentpluginsdirectory.com/plugins/universal-modder
last-updated: 2026-10-06
---

# universal-modder
Mod almost any game you own with an AI agent: engine recon, reverse engineering, fal-generated art/3D/audio, in-game testing, showcase videos, and a shared knowledge base of how games were modded.
- Slug: universal-modder
- Publisher: Rehan
- Repository: https://github.com/rehan-remade/universal-modder
- Manifest: plugin.json
- Version: 0.2.0
- License: MIT
- Category (editorial): other
- Skills: 10 (asset-pipeline, fal-assets, game-automation, game-recon, mashup-mods, mod-any-game, publish-mod, reverse-engineering, share-field-notes, showcase-video)
- MCP servers: 1 (fal)
- Stars: 4224
- Repository created: 2026-09-30
- Repository last pushed: 2026-10-06
- Publisher type: User
- Listing: https://agentpluginsdirectory.com/plugins/universal-modder
- Schema: https://agent-plugins.org/schemas/1.0.0/plugin.schema.json

## What universal-modder does, in the publisher's words

Skills, tools and a shared knowledge base that let any AI coding agent mod almost any PC game you own. The agent finds the game, works out the engine and the route, reads the real code, builds the mod, makes art, 3D and sound with fal, tests it in the running game, cuts the video, and writes down what it learned for the next agent.

Coming next: the mod hub. Publish your mods, remix other people's, and make new ones.

From the project README, punctuation lightly normalized. Full text: https://raw.githubusercontent.com/rehan-remade/universal-modder/HEAD/README.md

## Skills

- asset-pipeline: Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's…
- fal-assets: Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sou…
- game-automation: Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading…
- game-recon: Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>…
- mashup-mods: Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a…
- mod-any-game: Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nu…
- publish-mod: Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use…
- reverse-engineering: Read how a game actually works so a mod can hook it. Decompile.NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory (Chea…
- share-field-notes: Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game ("has anyone modded X?"), when stuck on an engine…
- showcase-video: Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out…

Descriptions come from the frontmatter of each SKILL.md, punctuation lightly normalized.

## MCP servers

- fal: transport: streamable-http; url: https://mcp.fal.ai/mcp

Read from the plugin's own mcp.json. Environment variable names only, never values.
