Independent guides for the Universal Modder toolkit
Universal Modding is a third-party documentation site foruniversal-modder, the open-source toolkit that lets AI coding agents mod PC games you already own. The toolkit gives an agent a repeatable loop — search prior field notes, fingerprint the game engine, back up saves, read the real code, build one working slice, generate assets, verify in-game, record, package, and write up what it learned.
This site exists because the official material lives in a GitHub repository: it is accurate, it is MIT-licensed, and it is written for agents rather than for people searching Google. Here you get the same information as readable pages: what the project is and is not, install instructions per agent, engine-by-engine playbooks, a reference for every um command, and honest notes on what actually works on which game.
What Universal Modder is not
- It is not a mod manager — there is no mod list UI, no load order screen, no Vortex-style library.
- It is not an emulator — it drives the copy of the game you already have installed.
- It is not a cheat tool — it refuses to inject into online games with anti-cheat or to bypass DRM, ownership checks, or anti-cheat systems.
What this site covers
- Plain-language answers to what the project is and how it works.
- Install walkthroughs for supported coding agents, starting with Claude Code and Codex.
- Engine playbooks, from Unity and Unreal to .NET/XNA, Source and GameMaker.
- Reference pages for the
umcommand-line tools, including recon, assets, backup and publishing.
Everything here is independent work. The project is maintained upstream under the MIT license; this site is linked to the repositoryso you can always check the source yourself.