One-person studio. I'm building Applejack, a city roleplay gamemode for s&box rebuilt from the ground up from the Garry's Mod gamemode of the same name. Scarcity is the pillar: role monopoly is the economy, proximity chat matters, and goods are physical objects you can carry, drop and lose. Development is verification-first, nothing counts as done until it has run in a live editor session.
That rule is where the tools came from. The s&box MCP Server puts 18 tools on the editor's own MCP server, so "does this type exist" and "has the compiler seen my edit" get a real answer instead of a guess. The s&box AI Agent Skill is 17 reference files that teach a coding agent the actual s&box API, so it stops writing Unity code into a Source 2 project. Every API in it is traceable to engine source at a named version, and the behaviour notes are dated to the live session that confirmed them.
Both are MIT and free to use: github.com/fobiat/sbox-skill