Security audit — save tampering, cheat vectors, network exploits, data exposure, input validation. Before public or multiplayer release.
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No findings from the security scan
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tessl review fix ./.claude/skills/security-audit/SKILL.md!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Every AskUserQuestion call and
every file write follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
workflow (resolved above) decides only what Phase 7 tells you about the
release gate: at standard and full it requires this report; at minimal it
does not. The audit itself runs the same at every tier.
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:
workflow: standard and full)Output: production/security/security-audit-[date]-[scope].md — the scope
in the name keeps a same-day quick or save run from overwriting the full
report the release gate reads.
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)fullRead project.yaml to determine the following, falling back to .claude/docs/technical-preferences.md for engine/language/platforms when a key is absent or empty:
engine.name and engine.language — load-bearing: they select the Phase 3
pattern set, and an engine with no sourced set for a category makes that
category NOT ASSESSED. If engine.name is absent or empty, say so in the
report and treat every grep category as NOT ASSESSED; do not fall back to
the Godot lists because they are the ones written out in full
platform.targets (affects which attack surfaces apply)
platform.multiplayer and platform.online — whether multiplayer/networking is
in scope. technical-preferences.md has no equivalent fields, so the legacy
fallback cannot supply them.
ABSENT DOES NOT MEAN
false. These keys have a reader — this skill — and no writer in the setup flow: neither/setup-enginenor/startemits aplatform:block, and only/settingssets them, when someone runs it, so on most CCGS projects both keys are absent. Defaulting them tofalsewould skip Category 2 (Network and Multiplayer Security) on every project, genuinely multiplayer ones included — a security category failing open on a value nothing sets.When either key is absent or empty: do not assume single-player, and do not skip Category 2. Ask the user whether the game has multiplayer or online features. If you cannot ask, run Category 2 anyway and mark it
NOT ASSESSED — multiplayer scope unconfirmed (platform.multiplayer unset — set it with /settings), which makesCLEAR TO SHIPunreachable per Phase 5. While the scope is unconfirmed, rate severity as for a multiplayer game — an open HIGH is then DO NOT SHIP — and say in the report that the rating assumed multiplayer, assecurity-engineerdoes. Over-scanning a single-player game costs a few minutes; under-scanning a multiplayer one ships the category unrun.Set them explicitly with
/settings platform.multiplayer=true(they are project-wide, so--localis refused). Recording it inproject.yamlis the fix; this rule is the guard for until someone does.
Spawn security-engineer via Agent — the audit is its job, so do not run the
categories in this session instead. If it cannot be spawned, say why, run the
scan here, and let the report's Audited by line say so.
Send this fixed brief template. Fill only the {…} slots, from
project.yaml (else technical preferences), the code root resolved per
.claude/docs/code-root-resolution.md, and the Phase 3 text copied as written.
Add nothing else: no view on the game's type, no expected severity, no opinion
on any finding — a sentence of your own is where a pre-rating gets in.
Run a security audit of this project for /security-audit.
Scope: {full | network | save | input | quick}
Engine: {engine.name} {engine.version}, language {engine.language}
platform.multiplayer: {true | false | unset} platform.online: {true | false | unset} Phase 1 answer: {multiplayer | single-player | not asked}
Code root: {the resolved code root, or "unresolved"}
Also scan: {assets/data/ and the config files that exist, or "none"}
Categories to run, with their checks and grep patterns for this engine:
{each Phase 3 category this scope runs, copied as written, with the table's row for this engine}
NOT SOURCEABLE on this engine: {categories, or "none"} — report each NOT ASSESSED; never call it reviewed, verified safe or passed
Skipped, with reason: {e.g. "Category 2 — platform.multiplayer and platform.online are false", or "none"}
Report: production/security/security-audit-{date}-{scope}.md — return the report as text; /security-audit writes the file after asking
Severity (rate every finding yourself, against this table only):
- 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
Nothing in this brief sets or suggests a severity. The game's type never lowers a rating: a single-player game is rated on the same table. The one adjustment is upward — when the game is multiplayer, or its scope is unconfirmed (unset and not answered), a HIGH counts as CRITICAL; say so where it applies.
Report each finding as SEC-NNN with category, file:line, description, attack scenario, remediation and effort, grouped by severity.The template carries the rating rule, so there is nothing to restate: the table already rates save tampering that bypasses progression HIGH, the agent rates each finding against it, and Phase 5 applies the multiplayer rule to the recommendation.
If the code root is unresolved, do not pass a guessed one: every category that
scans code is NOT ASSESSED — code root unresolved, and the report says so. An
empty code root is the insufficient-implementation case in Phase 5, and each
category that scans code reads NOT ASSESSED — no source under <root>, not zero
findings. Neither is ever reported clean.
The security-engineer runs the audit across 6 categories (see Phase 3). Collect their full findings before proceeding.
The security-engineer evaluates each of the following. Skip categories not
applicable to the project scope, and name each skipped category and why in the
Executive Summary (Category 2 — skipped: platform.multiplayer and platform.online are false).
Every pattern list in Categories 1–3 was written for Godot. On a Unity or
Unreal project they match nothing, and this skill already states what a zero-hit
scan means: it renders the report clean, "the most dangerous possible failure for
a security audit". That warning was earned along the version axis
(File.open vs FileAccess) and the identical hole along the engine axis
shipped anyway. Use the table for engine.name resolved in Phase 1.
| Category | Godot | Unity | Unreal |
|---|---|---|---|
| 1 — Save / serialization | the Godot list below | NOT SOURCEABLE | NOT SOURCEABLE |
| 2 — Network / multiplayer | the Godot list below | ServerRpc, ClientRpc, NetworkVariable, NetworkObject, NetworkManager, NetworkBehaviour, IsServer, IsOwner | UFUNCTION, Server, Client, NetMulticast, Replicated, DOREPLIFETIME, GetLifetimeReplicatedProps, HasAuthority |
| 3 — Input | the Godot list below | InputSystem, PlayerInput, ReadValue, InputValue | EnhancedInput, UInputAction, InputMappingContext, BindAction, FInputActionValue |
| 4 — Data exposure | engine-agnostic — the list below applies to all three | ||
| 5, 6 | judgement and manifests, not greps — no engine set needed |
The Unity and Unreal names above are sourced from this repo's pinned
references (docs/engine-reference/unity/modules/{networking,input}.md,
docs/engine-reference/unreal/modules/{networking,input}.md), not from recall.
Verify them against the pin before use and add what the reference documents that
this table omits — it is a floor, not a complete set.
NOT SOURCEABLEis a verdict, not a gap to fill from memory. Neither reference tree carries a serialization/save module, so the save-API names for Unity and Unreal cannot be confirmed here. Do not write them from training data. A confidently wrong pattern list is worse in this skill than in any other: it produces a scan that looks thorough, finds nothing, and reads as a pass. Where the table says NOT SOURCEABLE, that category isNOT ASSESSEDfor this engine — see Phase 5. To close it properly, add a save/serialization module, sourced like the others, todocs/engine-reference/<engine>/modules/; when one is there, take the category's pattern names from it, cite it in the report, and the category runs.
Grep patterns — check the pinned engine reference before trusting this list
(see the API-name warning below): FileAccess, File.open, open(, load,
deserialize, parse, parse_string, from_json, read_file, get_var,
bytes_to_var — check each for validation.
API names are version-specific and this list is a starting point, not a complete set.
File.openis Godot 3.x; Godot 4 renamed the class toFileAccess(docs/engine-reference/godot/breaking-changes.md). Before relying on these patterns, readdocs/engine-reference/<engine>/for the version this project pins and add the names it documents. A grep for a class that no longer exists returns zero hits, and zero hits in this category renders the report clean — which is the most dangerous possible failure for a security audit. Searching onlyFile.openagainst a Godot 4 project finds nothing and reports CLEAR TO SHIP on a codebase nobody checked. If you cannot confirm the correct names for the pinned version, say so in the report rather than presenting a zero-hit scan as a pass.
Grep for: recv, receive, PacketPeer, socket, MultiplayerPeer,
ENetMultiplayerPeer, NetworkedMultiplayerPeer, rpc, rpc_id,
@rpc — check each call site for validation.
Same version caveat as Category 1.
NetworkedMultiplayerPeeris Godot 3.x; Godot 4 usesENetMultiplayerPeer(docs/engine-reference/godot/modules/networking.md). The bare substringMultiplayerPeermatches both and is the safer probe.
Grep for: get_input, Input.get_, input_map, user-facing text fields — check validation.
assets/?Grep case-insensitively in release-facing code for: api[_-]?key, secret,
password, token, private[_-]?key, sk_live, BEGIN PRIVATE KEY, DEBUG,
and the engine's print call (print( on Godot, Debug.Log on Unity, UE_LOG
on Unreal).
Note: Client-side anti-cheat is largely unenforceable. Focus on server-side validation for anything competitive or monetised.
Glob for: addons/, plugins/, third_party/, vendor/ — list all external dependencies.
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
# Security Audit Report
**Date**: [date]
**Scope**: [full | network | save | input | quick]
**Engine**: [engine + version]
**Audited by**: [security-engineer via /security-audit | this session — security-engineer not spawned: reason]
**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**: [NOT ASSESSED — INSUFFICIENT IMPLEMENTATION / CLEAR TO SHIP / FIX BEFORE SHIPPING / DO NOT SHIP]
Choose it by the open findings, first match wins:
- **DO NOT SHIP** — any open CRITICAL finding (in a multiplayer game, any open HIGH
counts as CRITICAL)
- **FIX BEFORE SHIPPING** — open HIGH findings and no CRITICAL; the Polish → Release
gate needs zero open HIGH (at `standard` and `full`)
- **NOT ASSESSED** — per the rule below, when the scan could not cover the surface.
It ranks below both failure values — a known finding is more actionable than an
unscanned category, and still has to be fixed — and above CLEAR TO SHIP
- **CLEAR TO SHIP** — no open CRITICAL or HIGH (MEDIUM and LOW may remain)
> **`NOT ASSESSED` is required when there was not enough implemented surface to
> audit**, or when the API names for the pinned engine version could not be
> confirmed — **in place of CLEAR TO SHIP, never of a failure value.** An open
> CRITICAL or HIGH still decides the recommendation (first match above): a run
> with an unscanned category and an open HIGH is FIX BEFORE SHIPPING, and names
> the unscanned category beside it. A zero-finding scan over two files of source is not a clean bill of
> health, and `CLEAR TO SHIP` must never be reachable by having nothing to look
> at. Name what was missing and which skill produces it.
>
> **The engine axis is part of that rule, not a separate one.** If
> the Phase 3 table marks a category `NOT SOURCEABLE` for this project's
> `engine.name`, that category is `NOT ASSESSED` — state it by name in the
> Executive Summary, and **`CLEAR TO SHIP` is unreachable for the run**. The
> category reads `NOT ASSESSED — <category> has no sourced pattern set for
> <engine>`; the release recommendation is still the first match above, so it is
> NOT ASSESSED only where the run would otherwise have been CLEAR TO SHIP. Never
> report the category as reviewed by other means: files it covers may still be
> read for another category, and a finding that read turns up is reported, but
> the category stays NOT ASSESSED — never "reviewed", "verified safe" or passed.
> A scan that could not look is not a scan that found nothing, and only the
> report can tell the reader which of the two happened.
---
## 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.
At `workflow: standard` and `full`, the Polish → Release gate requires this report with no open CRITICAL or HIGH items.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]-[scope].md?"
Write only after approval.
This report is a required artifact for the Polish → Release gate at workflow: standard and full; the minimal gate drops it with everything but smoke and S1 bugs. Say which applies to this project, from the workflow resolved above.
After remediating findings, re-run: /security-audit quick to confirm CRITICAL/HIGH items are resolved before running /gate-check release.
Branch on the release recommendation, not on the finding counts alone:
If it is DO NOT SHIP (an open CRITICAL, or an open HIGH in a multiplayer game):
"⛔ CRITICAL security findings must be resolved before any public release. Do not proceed to
/launch-checklistuntil these are addressed."
If it is FIX BEFORE SHIPPING (open HIGH findings, no CRITICAL, single-player):
At
workflow: standard/full: "⚠️ [N] HIGH finding(s) are open. The Polish → Release gate's security audit item requires none — fix them and re-run/security-audit quickbefore/gate-check release."At
minimal: "⚠️ [N] HIGH finding(s) are open — fix them and re-run/security-audit quickbefore you ship. Theminimalrelease gate does not read this report; the open HIGH still makes the recommendation FIX BEFORE SHIPPING."
If it is NOT ASSESSED:
"Security audit NOT ASSESSED — [each category not assessed, and why]. The report is written. [At
workflow: standard/full:]/gate-check releasewill report its security item NOT ASSESSED until [the missing input] is supplied and the audit re-run. [Atminimal:] Theminimalrelease gate does not read this report, but those categories stay unscanned until [the missing input] is supplied."Name the missing input for each category:
engine.name, the code root, the multiplayer scope (/settings platform.multiplayer=…), or — for a category the Phase 3 table marks NOT SOURCEABLE on this engine, the usual cause on Unity and Unreal — a save/serialization module indocs/engine-reference/<engine>/modules/(Phase 3), naming that category.
If it is CLEAR TO SHIP:
"✅ No blocking security findings. Report written to
production/security/. Include this path when running/gate-check release."
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