# godot-genre-horror

Provides horror game blueprints and rules for Godot projects. It structures tension pacing, sensory stalker logic, and inventory scarcity.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 324 installs · ★ 893
- Author: thedivergentai
- License: LGPL-3.0 · policy=link-only · description only; the file stays with the author
- Source: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-genre-horror/SKILL.md
- Updated: 2026-10-16
- HTML: https://affpapa.org/en/nevibecode/skills/godot-genre-horror

## What it does

This skill provides Godot architecture blueprints designed specifically for survival horror. It enforces a sawtooth pacing pattern, alternating tension spikes with recovery phases so the player does not grow numb. Monster behavior relies on a dual-brain setup: an overarching Director steers the creature toward the player, while local detection depends on uncheated rays via PhysicsDirectSpaceState3D.

Included components cover director_pacing.gd for wave timing, predator_stalking_ai.gd for hunting logic, and typed inventory structures using Dictionary[StringName, Resource]. To maintain stable framerates, it suppresses distant monster logic with VisibleOnScreenNotifier3D and offloads heavy jumpscare scenes through ResourceLoader.load_threaded_request().

Synchronous disk writes in safe rooms will freeze the frame loop, making background persistence via Thread and Mutex essential. Forgetting duplicate(true) when placing items with durability or ammo into the inventory modifies the underlying shared resource directly, corrupting base item data.

## Requirements
- Works with: Godot

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/godot-genre-horror/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/godot-genre-horror/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/godot-genre-horror/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/godot-genre-horror/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-genre-horror
```

2. **Manually: put the files in place**
- File: `.github/skills/godot-genre-horror/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-genre-horror
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/godot-genre-horror/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-genre-horror -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-genre-horror/SKILL.md

## When to use it
- Build a sawtooth tension wave with dedicated relief phases
- Implement dual-brain stalker AI using Director hints and physics raycasts
- Prevent frame hitching during jumpscare scene loads and safe-room saves
- Store sparse inventory states without corrupting shared Godot resources

## Example prompts
- Set up a dual-brain monster AI in Godot using predator_stalking_ai.gd and physics raycasts
- Configure sawtooth horror pacing with director_pacing.gd to include calm relief periods
- Implement safe-room threaded saving using Thread and Mutex to prevent hitching

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From the same set: [thedivergentai/game-dev-agentic-skills](https://affpapa.org/en/nevibecode/by/thedivergentai/game-dev-agentic-skills.md) — 51 cards

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