BridgeMod.SDK 0.2.2

There is a newer version of this package available.
See the version list below for details.
dotnet add package BridgeMod.SDK --version 0.2.2
                    
NuGet\Install-Package BridgeMod.SDK -Version 0.2.2
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="BridgeMod.SDK" Version="0.2.2" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="BridgeMod.SDK" Version="0.2.2" />
                    
Directory.Packages.props
<PackageReference Include="BridgeMod.SDK" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add BridgeMod.SDK --version 0.2.2
                    
#r "nuget: BridgeMod.SDK, 0.2.2"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package BridgeMod.SDK@0.2.2
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=BridgeMod.SDK&version=0.2.2
                    
Install as a Cake Addin
#tool nuget:?package=BridgeMod.SDK&version=0.2.2
                    
Install as a Cake Tool

🌉 BridgeMod

Bridging the gap between developers who want mod safety and modders who want clarity.

BridgeMod is a developer-first modding platform designed to give game developers confidence that mods won't break their game, while giving modders transparent expectations about what they can create.

It works on console and PC. It's built on trust, not restriction.

NuGet License: MIT Build Status

Why BridgeMod Exists

We believe:

  • Developers deserve confidence. Mods shouldn't be a risk. They should be a feature.
  • Modders deserve clarity. If a mod surface is closed, they should know why. If it's open, they should know the rules.
  • Consoles and PC should share. Console modding is possible—it just needs intentional design.

Read our principles →

What BridgeMod v1 Does

Pure Data Mods - JSON configs, balance changes, anything data-driven

Behavior Graphs - State machines and ECA rules without scripts

Procedural Control - Seeds and generation parameters

Sandbox Execution - Mods can't crash your game, no matter what

Transparent Surfaces - Modders see exactly what's moddable

Local Validation - Works offline, no cloud dependency required

How It Works

Every mod passes through validation, surface matching, and sandbox guards before your game sees it. Nothing gets through unchecked.

Visual Flow: BridgeMod Architecture Diagram

flowchart TD
    subgraph MODDER["🎮 Modder"]
        A["📦 Mod Package\n.zip + manifest.json\n+ data files"]
    end

    subgraph BRIDGEMOD["🌉 BridgeMod SDK"]
        B["🔍 ModValidator\nManifest parsing\nSchema validation\nIntegrity checks"]
        C["🎯 Surface Match\nMod targets vs.\ndeclared surfaces"]
        D["🛡️ Execution Guards\nSandbox execution\nTimeout enforcement\nPath validation"]
        E["📥 ModLoader\nSafe load with\nfailure isolation"]
    end

    subgraph GAME["🎮 Your Game"]
        F["✅ Game Receives\nSafe Data"]
    end

    subgraph DEV["👨‍💻 Game Developer"]
        G["📋 Declare Surfaces\nBalance · Items · Quests\nControls what's moddable"]
    end

    A -->|load| B
    B -->|"✓ valid"| C
    B -->|"✗ invalid"| R1["⛔ Mod Rejected"]
    C -->|"✓ matched"| D
    C -->|"no match"| R1
    G -.->|"defines allowed surfaces"| C
    D --> E
    E -->|"✓ loaded"| F
    E -->|"error"| R2["🔇 Mod Disabled"]

    style A fill:#EBF5FB,stroke:#2E5F8A,stroke-width:2px
    style B fill:#FDEBD0,stroke:#E67E22,stroke-width:2px
    style C fill:#E8F8F5,stroke:#1ABC9C,stroke-width:2px
    style D fill:#F5EEF8,stroke:#8E44AD,stroke-width:2px
    style E fill:#EBF5FB,stroke:#2E5F8A,stroke-width:2px
    style F fill:#D5F5E3,stroke:#27AE60,stroke-width:2px
    style G fill:#FEF9E7,stroke:#F1C40F,stroke-width:2px
    style R1 fill:#FADBD8,stroke:#C0392B,stroke-width:2px
    style R2 fill:#FADBD8,stroke:#C0392B,stroke-width:2px

Platform Support

BridgeMod works with any C# / .NET 10.0+ platform:

  • Unity (C# scripting, any supported version)
  • Godot 4.x+ (C# support)
  • Custom C# Game Engines
  • Console Development (Xbox with .NET support)
  • Any .NET 10.0+ Application

Choose your engine. BridgeMod handles the modding.

Getting Started

For Game Developers

dotnet add package BridgeMod.SDK

Then declare your mod surfaces:

var surfaces = new ModSurfaceDeclaration("MyGame", "1.0.0");
surfaces.DeclareDataSurface("Balance", "Weapon balance", "data/balance.json");

Load mods safely:

var loader = new ModLoader(new ModValidator());
var mod = loader.LoadMod("my_mod.zip");

Full Quickstart Guide

For Modders

  1. Check what surfaces your favorite game supports (auto-generated MOD_SURFACES.md)
  2. Create mods matching those surfaces
  3. Package as .zip with manifest.json
  4. Drop in the game's mods/ folder

Mod Creation Guide

Documentation

Document Purpose
QUICKSTART.md Get up and running in 10 minutes
README_DEVELOPMENT.md Full API reference and implementation details
CONSTITUTION.md Our governing principles—the "why" behind everything
MOD_SCHEMA.md Mod package format specification
Roadmap & Execution Plan Full roadmap (Phases 1-5)
Implementation Status Project status and architecture

Contributing

We welcome contributions. Before you start:

  1. Read CONSTITUTION.md - understand our principles
  2. Check CONTRIBUTING.md - our guidelines and expectations
  3. Follow our Code of Conduct

Whether it's a typo fix, a bug report, or a feature idea—we appreciate your help bridging the gap.

License

MIT License. See LICENSE for details.


What's Next (Phase 2+)

From our roadmap:

  • Phase 2: Enhanced mod surface declarations
  • Phase 3: Behavior graph runtime executor
  • Phase 4: Procedural control layer
  • Phase 5: Optional cloud validation services

We're building this intentionally, phase by phase. Stability matters more than speed.


BridgeMod is a passion project. We're learning as we go. If you believe in safer, more transparent modding—whether you're a developer or a modder—you're welcome here.

Let's build something that makes both sides trust each other a little more. 🌉

Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
0.4.1 34 2/27/2026
0.4.0 84 2/21/2026
0.3.0 87 2/19/2026
0.2.4 88 2/17/2026
0.2.3 86 2/17/2026
0.2.2 89 2/14/2026
0.2.1 90 2/14/2026
0.2.0 94 2/11/2026
0.1.0 91 2/6/2026

v0.2.2: Added architecture diagram to documentation. Improved XML doc coverage for better IntelliSense. No API changes.