Scope and verification baseline
The original Gemini HTML report builds on morluto/rea and surveys 9 GitHub projects for game-engine inspection, byte-matching decompilation and security auditing. This edition keeps the original table order and A/B/C technical scenarios, and corrects file paths, module counts and setup commands against official README, license, skill-file and script snapshots fetched on 2026-11-08. The byte-identical original HTML and hash receipt are stored in the same folder for comparison.
| Technical domain | Primary targets | Representative projects and deliverables |
|---|---|---|
| Engine and asset inspection | Unity Mono/IL2CPP metadata, Unreal GObjects/.pak, Godot .pck, DXBC/DXIL/SPIR-V shaders | morluto/rea, REA_Skill, rev-skills, secskills: type declarations, extraction manifests and transpiled shaders |
| Byte-matching decompilation | Native C/C++ binaries, headless Ghidra exports, function-level assembly diffs, cross-platform porting layers | Game-Decompilation-Skill-For-Claude, claude-reverse-engineering-skill: C/C++ source matching target assembly and platform-abstraction plans |
| Graphics APIs and security audits | Direct3D/Vulkan render chains, server-authoritative RPCs, OLLVM obfuscation, clean-room mechanic prototypes | awesome-game-security, reverse-skill, saschb2b/skills: pre-launch risk checklists, routed evidence chains and Godot 4 prototype specs |
Project catalog
Entry numbers follow the table order in the original report; they do not rank quality or adoption priority.
Rank 01/09
morluto/rearea (Reverse Engineer Anything)
Reverse-engineering MCP server with native Unity IL2CPP metadata and Godot PCK support
Exposes MCP and CLI interfaces that decode global-metadata.dat without executing the target binary via inspect-il2cpp-metadata (versions v24, 27, 29, 31, 39), and inspect or extract Godot PCK v1 through v4 archives with SHA-256 provenance tracking. See /docs/skills-atlas-rea for the standalone manual.
- MCP server
- IL2CPP / Godot
- MIT
Rank 02/09
smartworldarafath/REA_SkillREA_Skill
Extended skill collection covering game asset extraction, shader decompilation and crash triage
Its README lists 243 skills across 41 categories and over 500 prompts (with 16 rea-* modules plus reverse-engineer-anything totaling 17 core skills in skills/rea-core). rea-game-asset-recovery covers Unity, Godot and Unreal archives plus DXBC/DXIL/SPIR-V/Metal shader decompilation; rea-full-code-recovery forbids placeholder stubs and requires compilation checks.
- Assets & shaders
- Crash triage
- MIT
Rank 03/09
lemiur/Game-Decompilation-Skill-For-ClaudeGame-Decompilation-Skill-For-Claude
Byte-matching C/C++ game decompilation and native platform-porting workflows
Ships 7 skills under .claude/skills: matcher, wall-identifier, helper-recovery, decomp-code-rules, permute, orchestrator and native-platform-porting. Drives assembly diffs through build, match and diff verbs defined in each target project's AGENTS.md; no LICENSE file was present in the inspected snapshot.
- Byte-matching
- Native porting
- License unconfirmed
Rank 04/09
dslsdzc/rev-skillsrev-skills
Modular reverse-engineering library covering Unity, Unreal and sandboxed anti-cheat study
Its README and .claude/skills directory ship 122 reverse-engineering skills. re-game separates Unity Mono and IL2CPP workflows and covers Unreal GObjects/GNames/GWorld recovery, LuaJIT and shaders; re-anti-cheat restricts driver study to isolated sandboxes and prohibits cheat creation or live bypasses.
- Unity / Unreal
- Defensive research
- Apache-2.0
Rank 05
gmh5225/awesome-game-securityawesome-game-security
Game-security reference archive paired with 13 engine, graphics API and server audit skills
Alongside its curated game-security archive, .claude/skills provides 13 modules including game-engine, graphics-api, game-server-security, anti-cheat and reverse-engineering. Separates static inference from runtime evidence for pre-launch self-audits of render hooks and server-authoritative checks.
- Graphics API
- Server security
- MIT
Rank 06
trilwu/secskillssecskills
Security skill marketplace including Android and iOS Unity IL2CPP symbol recovery
Split into offense, defense and core Claude Code plugins. Within secskills-core, reversing-unity-il2cpp documents Il2CppDumper, Il2CppInspector, IDA/Ghidra script.json symbol imports and Frida runtime tracing across libil2cpp.so, UnityFramework and global-metadata.dat.
- Mobile Unity
- Symbol recovery
- MIT
Rank 07
zhaoxuya520/reverse-skillreverse-skill
Authorization-gated skill router with Unity IL2CPP field notes and OLLVM deobfuscation guides
Enforces an explicit scope gate via RULES.md and work/<case>/scope.md before routing across 45 tracked core modules. Includes seed-014_unity-il2cpp-reverse.md (covering frida-il2cpp-bridge and encrypted metadata dumps) and ollvm-deobfuscation.md; note that CTF-Sandbox-Orchestrator is licensed under GPLv3.
- Skill router
- OLLVM deobfuscation
- MIT / GPLv3
Rank 08
EncidXVII/claude-reverse-engineering-skillclaude-reverse-engineering-skill
Zero-dependency binary triage script, headless Ghidra export and 14 domain playbooks
Bundles a Python 3.8+ zero-dependency triage.py that reads PE/ELF/Mach-O/CLR headers, fingerprints over 25 frameworks and packers including Unity and Godot, and blocks prompt injection via python -I and untrusted-data rules. Ships DecompileExport.java tested against Ghidra 12.1.4 across 63 cross-platform CI checks.
- Automated triage
- Headless Ghidra
- Apache-2.0
Rank 09
saschb2b/skillssaschb2b/skills
Sigstore-signed skills for game-mechanic analysis, Godot 4 engineering and differential testing
Contains 26 skills (24 signed with CARD.md.sigstore). Game-relevant modules live at skills/productivity/game-design (distilled from 17 games across core loops, MDA and economy systems), skills/engineering/godot (aligned to Godot 4.x/4.7 with 23 reference docs) and seven-phase differential reverse-engineering.
- Godot 4
- Game design
- MIT
Engine inspection and asset extraction mechanisms
Static metadata and archive support in morluto/rea
morluto/rea handles general native binaries and adds two static parsers for game engines, so an Agent can collect structured evidence without launching the game executable:
Unity IL2CPP metadata parsing: the MCP tool
inspect_il2cpp_metadataand CLI commandrea inspect-il2cpp-metadata <global-metadata.dat>decodeglobal-metadata.datdirectly (versions24,27,29,31and39) to extract assemblies, types, fields and method signatures. Passing--binary <GameAssembly.dll|libil2cpp.so>at the same time links metadata entries to native function addresses.Godot PCK archive inspection and extraction:
rea inspect-artifactandrea extract-artifactread standalone.pckarchives or PCK sections appended to an executable (format versions1,2,3and4), and compute SHA-256 digests for extracted assets as provenance records.
Game assets, full reconstruction and crash triage in REA_Skill
The upstream HTML labeled smartworldarafath/REA_Skill as "21 skills"; the 6642a0c official README now lists 243 SKILL.md files across 41 categories (with 16 rea-* modules plus reverse-engineer-anything totaling 17 core skills inside skills/rea-core/). Three modules target game engineering directly:
rea-game-asset-recovery: defines asset inventory steps for Unity (Managed.dlland IL2CPPGameAssembly.dll+global-metadata.dat), Godot.pckand Unreal.pak, and usesspirv-cross,dxcandfxcto decompile DXBC, DXIL, SPIR-V, GLSL or Metal shader bytecode into.hlsl,.glslor.wgsl.rea-full-code-recovery: enforces a Zero Skeleton / Zero Placeholder Law during source reconstruction. It forbids// TODOcomments or simplified pseudocode, and requires complete boundary conditions per function plus a passing compile check.rea-performance-crash-triage: standardizes crash and frame-drop diagnosis across Windows Minidump (.dmp), Linuxcoreand macOS.ipscrash reports, combining call-stack recovery with Frida, GDB, Rizin andflameoxflamegraphs to isolate memory corruption or thread deadlocks.
Unity and Unreal workflows across rev-skills and secskills
.claude/skills/re-game/SKILL.md in dslsdzc/rev-skills picks tools from the build directory layout: Game_Data/Managed/Assembly-CSharp.dll routes to .NET decompilation; Game_Data/il2cpp_data/ with global-metadata.dat runs Il2CppDumper to generate dump.cs and script.json; Unreal builds containing Engine/Binaries/, *.pak and <Game>-Win64-Shipping.exe use UnrealFinder or Dumper-7 to locate the global GObjects, GNames and GWorld pointers.
For Android and iOS Unity builds, secskills-core/skills/reversing-unity-il2cpp/SKILL.md in trilwu/secskills covers libil2cpp.so and iOS UnityFramework.framework, walking through Il2CppDumper, Il2CppInspector, importing script.json into IDA Pro or Ghidra to restore symbol names, and attaching Frida hooks for runtime checks.
Byte-matching decompilation, automated triage and security routing
The 7 byte-matching modules in Game-Decompilation-Skill-For-Claude
Preservation research and cross-platform ports of classic C/C++ games often use byte-matching decompilation: rewritten C/C++ compiled with the original toolchain must produce machine code identical byte-for-byte to the reference binary. lemiur/Game-Decompilation-Skill-For-Claude ships 7 specialized modules under .claude/skills/ (the upstream report listed 3) and binds to eight action verbs (build, match, diff, disasm, xref, class, gate, rules) in the target game repository's root AGENTS.md:
| Module name | Responsibility |
|---|---|
orchestrator | Inventories the pending function queue, coordinates reconstruction order and tracks verification status |
matcher | Runs the iterative edit C/C++ -> compile -> assembly diff loop toward 100% byte-matching |
wall-identifier | Diagnoses stalled matches caused by compiler flags, register allocation, struct alignment or inlining |
permute | Runs controlled permutations over local expressions and variable declaration order to clear minor instruction diffs |
helper-recovery | Identifies and separates compiler-generated helper routines, float conversions and statically linked runtime sections |
decomp-code-rules | Constrains type naming, pointer casts and constant definitions so assembly matches remain maintainable C/C++ |
native-platform-porting | Plans platform-abstraction layers to replace legacy graphics, audio and input APIs once core logic is recovered |
Zero-dependency triage and headless Ghidra in claude-reverse-engineering-skill
EncidXVII/claude-reverse-engineering-skill runs through headless scripts and plain-text exports instead of interactive GUI disassemblers. Its bundled scripts/triage.py uses only the Python 3.8+ standard library to read magic bytes and PE, ELF, Mach-O and CLR headers, fingerprint over 25 frameworks and packers (including Unity, Godot, Flutter, Electron and UPX), compute section entropy and route the task to 14 domain playbooks (including frameworks-packagers.md, managed-bytecode.md and mcp-servers.md).
For static decompilation, the skill ships DecompileExport.java and decompile_export.py tested in CI against Ghidra 12.1.4 (exporting up to 4000 functions by default) to write decompiled C, imports and strings to text files. It runs Python with python -I to block import hijacking and treats strings inside binaries as untrusted data so analyzed samples cannot trigger prompt injection.
Security auditing and deobfuscation in awesome-game-security and reverse-skill
For anti-tamper review and internal security self-audits, gmh5225/awesome-game-security includes 13 research modules under .claude/skills/:
reverse-engineeringandresearch-rigorkeep static disassembly inferences separate from runtime evidence so isolated strings or dead functions are not misreported as vulnerabilities.graphics-apimaps swap-chain and render-pipeline interception points across Direct3D, DXGI, OpenGL and Vulkan to check overlay and visual-tampering exposure.game-server-securityaudits server-authoritative state calculation, RPC parameter bounds, game-economy transactions and replay-attack defenses.
When native game modules use commercial protectors or Obfuscator-LLVM (OLLVM) control-flow flattening, zhaoxuya520/reverse-skill provides two field references: skills/field-journal/seed-014_unity-il2cpp-reverse.md records memory-dump timing when global-metadata.dat is encrypted (capturing after il2cpp_init maps the decrypted buffer) alongside frida-il2cpp-bridge hook patterns; skills/reverse-engineering/references/ollvm-deobfuscation.md compares tool choices (d810-ng, obpo-plugin, ollvm-breaker, deollvm) across OLLVM forks including Hikari, goron, Arkari, Pluto (including its Trap Angr pass that stalls symbolic execution), Polaris and O-MVLL. Its global RULES.md requires creating work/<case>/scope.md to record explicit authorization before running target checks.
Clean-room game mechanics and Godot 4 reconstruction in saschb2b/skills
Teams studying gameplay pacing to build a new title in a lawful clean-room environment can use three modules in saschb2b/skills, each signed with a Sigstore skill card (CARD.md.sigstore): skills/productivity/game-design/SKILL.md distills core loops, MDA framing and economy models from 17 dissected games; skills/engineering/godot/SKILL.md targets Godot 4.x/4.7 with 23 reference guides on nodes, physics, GDScript and rendering; and skills/engineering/reverse-engineering/SKILL.md defines a seven-phase (phases 0 through 6) input/output differential testing loop to check external behavior parity without copying proprietary source code.
Setup entry points and corrected commands
Three setup commands in the upstream report no longer match current repository layouts (including a * copy glob that skips the hidden .claude/skills/ directory, and nested subdirectory paths in saschb2b/skills). The commands below follow the 2026-11-08 official snapshots; these steps were not run against game builds during this review.
1. morluto/rea and REA_Skill (MCP server and game-asset skills)
Install rea-agents and check local reverse-engineering backends, then load the core REA_Skill modules via the skills CLI or a sparse checkout:
# Install morluto/rea CLI and MCP server, then check local RE backends
npm install -g rea-agents
rea doctor
# Option A: install REA_Skill via skills CLI
npx skills add smartworldarafath/REA_Skill
# Option B: sparse-checkout only the 17 core REA skills
git clone --filter=blob:none --sparse https://github.com/smartworldarafath/REA_Skill.git
cd REA_Skill
git sparse-checkout set skills/rea-core2. Game-Decompilation-Skill-For-Claude (corrected hidden-directory copy path)
All 7 skills in this repository sit inside the hidden .claude/skills/ folder; pass .claude/skills/* explicitly instead of Game-Decompilation-Skill-For-Claude/*:
# Clone and copy the 7 byte-matching decompilation skills from .claude/skills/
git clone https://github.com/lemiur/Game-Decompilation-Skill-For-Claude.git
mkdir -p ~/.claude/skills
cp -r Game-Decompilation-Skill-For-Claude/.claude/skills/* ~/.claude/skills/3. claude-reverse-engineering-skill, rev-skills and secskills
These three projects support the Claude Code plugin marketplace or npx installers, so you do not need to clone whole repositories into ~/.claude/skills/:
# Install EncidXVII/claude-reverse-engineering-skill (triage.py + headless Ghidra)
npx skills add EncidXVII/claude-reverse-engineering-skill --skill reverse-engineering
# Install dslsdzc/rev-skills via its official installer
npx rev-skills install
# Inside Claude Code: install trilwu/secskills core bundle (reversing-unity-il2cpp)
# /plugin marketplace add trilwu/secskills
# /plugin install secskills-core@secskills-marketplace4. awesome-game-security, reverse-skill and saschb2b/skills
awesome-game-security stores over fifty thousand archived reference files, so use a sparse checkout when you only want its skills; saschb2b/skills installs individual modules via --skill:
# Sparse-checkout only the 13 Claude skills from awesome-game-security
git clone --filter=blob:none --sparse https://github.com/gmh5225/awesome-game-security.git
cd awesome-game-security
git sparse-checkout set .claude/skills
cp -r .claude/skills/* ~/.claude/skills/
cd ..
# Clone zhaoxuya520/reverse-skill and detect installed local tools on Linux/macOS
git clone https://github.com/zhaoxuya520/reverse-skill.git
cd reverse-skill
bash skills/scripts/refresh-tool-index.sh
cd ..
# Install game-design and Godot 4 engineering skills from saschb2b/skills
npx skills@latest add saschb2b/skills --skill game-design
npx skills@latest add saschb2b/skills --skill godotRoute A: Unity, Unreal and Godot logic and asset analysis
Use this route for lost source recovery on first-party legacy builds, authorized technical due diligence or lawful compatibility debugging. Combine EncidXVII/claude-reverse-engineering-skill, morluto/rea, smartworldarafath/REA_Skill and dslsdzc/rev-skills (adding trilwu/secskills for mobile targets).
Run
python -I triage.py <target>on the build directory to identify the binary format (PE/ELF/Mach-O/CLR), check whether the build uses Unity Mono, Unity IL2CPP, Godot PCK or Unreal Shipping layout, and flag packers or high-entropy compressed sections.For Unity IL2CPP or Godot builds, call
rea inspect-il2cpp-metadataorrea inspect-artifactto generate SHA-256-backed type tables and asset manifests; for Unreal builds, followre-gameinrev-skillsto locate.pakmounts andGObjects/GNamesoffsets; when inspecting rendering pipelines, followrea-game-asset-recoverywithspirv-crossordxcto decompile shaders back into high-level source.On mobile or large native binaries, follow
reversing-unity-il2cppinsecskillsto importscript.jsoninto your disassembler and align method names; when diagnosing production crashes, userea-performance-crash-triageto parse.dmpor.ipscall stacks.
Route B: byte-matching C/C++ decompilation and native porting
Use this route for authorized preservation research, engine upgrades or cross-platform native ports of classic C/C++ games. Combine EncidXVII/claude-reverse-engineering-skill, morluto/rea, lemiur/Game-Decompilation-Skill-For-Claude and rea-full-code-recovery from REA_Skill.
Run
decompile_export.pyfromclaude-reverse-engineering-skillwith headless Ghidra to export initial C drafts, strings and import tables from the reference executable, then build function cross-references (Xrefs) and struct baselines throughmorluto/rea.Create
AGENTS.mdin the decompilation workspace binding the target compiler andbuild,match,diffanddisasmcommands. Letorchestratorschedule leaf functions first and iterate inmatcher; when register or stack diffs stall, runwall-identifierandpermuteto test compiler flags or struct alignment, and check output againstdecomp-code-rulesandrea-full-code-recoveryso no// TODOstubs remain.Once core gameplay loops pass byte-matching or behavioral equivalence checks, load
native-platform-portingto inventory filesystem, windowing, audio and graphics API call sites and replace them with a cross-platform abstraction layer.
Route C: pre-launch anti-tamper audits and clean-room mechanic prototypes
This route covers two lawful internal engineering scenarios: white-box/gray-box security self-audits before launching your own game, and clean-room gameplay prototyping that never touches third-party proprietary code.
Pre-launch anti-tamper and server-authority audits on first-party builds
Following
RULES.mdinzhaoxuya520/reverse-skill, creatework/<case>/scope.mdfirst to record your own test build hashes, network isolation rules and authorized test scope.Combine
secskills(reversing-unity-il2cpp) andreverse-skill(seed-014,ollvm-deobfuscation.md) to check whether critical economy or combat method names, constants and sections remain directly exposed in your release APK or PC build when server checks are toggled off.Walk through
graphics-apiandgame-server-securityinawesome-game-securityto verify that match settlement, loot drops, cooldowns and economy trades are computed authoritatively on the server, without treating client memory guards or obfuscation as the primary check.
Clean-room mechanic analysis and Godot 4 prototyping
From lawful gameplay observation, public design talks and external input/output logs only, apply
game-designfromsaschb2b/skillsto document core loops, feedback pacing and economy balance sheets without decompiling or copying competitor code or art assets.Load the
godotskill fromsaschb2b/skillsto design the Godot 4 scene tree, Signals and state machines; when migrating your own legacy rules engine to Godot 4, pair the seven-phasereverse-engineeringskill to compare old and new output states under identical test inputs.
Licensing, legal boundaries and upstream corrections
| Verification item | Limits and differences vs upstream HTML | Required action before adoption |
|---|---|---|
| Open-source licenses | rea, REA_Skill, awesome-game-security, secskills and saschb2b/skills use MIT; rev-skills and claude-reverse-engineering-skill use Apache-2.0 (rev-skills docs use CC BY 4.0); reverse-skill is MIT at the root while CTF-Sandbox-Orchestrator is GPLv3; Game-Decompilation-Skill-For-Claude has no license file | Isolate the GPLv3 subdirectory before enterprise bundling, and obtain written license confirmation from maintainers where no license is declared |
| Upstream counts and paths | The original HTML listed REA_Skill as 21 skills (current README: 243 skills), Game-Decompilation-Skill-For-Claude as 3 skills copied via * (actual: 7 skills under .claude/skills/), and flattened saschb2b/skills paths to skills/godot (actual: skills/engineering/godot and skills/productivity/game-design) | Use the corrected hidden-directory copy path or official npx skills and /plugin installers documented above |
| External binary dependencies | Skill definitions (SKILL.md) supply workflows and headless scripts; they do not install Ghidra, IDA Pro, Il2CppDumper, Frida, dxc or spirv-cross automatically | Run rea doctor, check_tools.py or refresh-tool-index.sh first to verify your local toolchain |
| Excluded star counts and claims | Upstream figures such as "23,400+ Stars", "3,680+ Stars" and "100% recovery of any engine" lack historical snapshot verification and conflict with static decompilation limits (C++ template inlining, stripped symbols and VM virtualization prevent guaranteed automatic recovery) | Evaluate fit using actual triage.py output, retained symbol density and compilation pass rates on your own builds |
Selection guide
First-party Unity / Godot build inventory
Start with rea static metadata and triage.py
Install morluto/rea (see /docs/skills-atlas-rea) and claude-reverse-engineering-skill, then run triage.py plus inspect-il2cpp-metadata or inspect-artifact on your own archive to produce a structured asset and type manifest without launching the game.
Legacy C/C++ preservation and porting
Wire AGENTS.md and match a single leaf function first
Export a headless Ghidra draft via claude-reverse-engineering-skill, then load Game-Decompilation-Skill-For-Claude (noting its unconfirmed license). Verify build and diff on one small leaf function in matcher before expanding the queue.
Pre-launch anti-tamper and server self-audit
Lock scope.md before checking client exposure and RPCs
Create an authorization scope file with reverse-skill, check first-party IL2CPP symbol exposure via secskills, and walk through game-server-security in awesome-game-security to verify server-authoritative checks.
Clean-room gameplay design and Godot 4 prototype
Write black-box core-loop specs before building scenes
Load game-design and godot from saschb2b/skills, document numeric balance and state transitions from lawful observation only, and build a minimal playable Godot 4 prototype without touching third-party binaries or decompiled output.
References
- morluto/rea README snapshot
- morluto/rea Unity IL2CPP metadata inspection guide
- morluto/rea Godot PCK archive support guide
- smartworldarafath/REA_Skill README snapshot
- REA_Skill game asset and shader recovery skill
- REA_Skill full code recovery skill
- REA_Skill performance and crash triage skill
- lemiur/Game-Decompilation-Skill-For-Claude README snapshot
- Game-Decompilation-Skill-For-Claude byte-matching skill
- Game-Decompilation-Skill-For-Claude native platform porting skill
- dslsdzc/rev-skills README snapshot
- rev-skills game reverse-engineering skill
- rev-skills anti-cheat defensive analysis skill
- gmh5225/awesome-game-security README snapshot
- awesome-game-security game engine analysis skill
- awesome-game-security graphics API skill
- awesome-game-security server security audit skill
- trilwu/secskills README snapshot
- secskills Unity IL2CPP reverse-engineering skill
- zhaoxuya520/reverse-skill README snapshot
- reverse-skill global scope and consent rules
- reverse-skill Unity IL2CPP field journal seed
- reverse-skill OLLVM deobfuscation reference
- EncidXVII/claude-reverse-engineering-skill README snapshot
- claude-reverse-engineering-skill zero-dependency triage script
- saschb2b/skills README snapshot
- saschb2b/skills Godot 4 engineering skill
- saschb2b/skills game design skill