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Agent Skill · 研究检索

fromsoftware(fromsoftware 搜索)

fromsoftware 用于查找、检索和筛选相关信息,适合在 OpenClaw 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

fromsoftware 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为权限未标注;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 38,711。

总安装 1,521周安装 64GitHub Stars 公开资料未说明下载 532核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:fromsoftware(fromsoftware 搜索)
来源仓库:https://github.com/hanxueyuan/fromsoftware
安装命令:
openclaw skills install fromsoftware
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install fromsoftware

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

全面的简介,涵盖 FromSoftware 的发展、主要游戏、设计理念、财务状况以及宫崎英高的领导力。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install fromsoftware;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

fromsoftware 怎么安装?

在终端执行 openclaw skills install fromsoftware。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

fromsoftware 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

fromsoftware 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

fromsoftware 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

fromsoftware 用的人多吗?

公开数据是累计安装 1,521 次,近一周安装 64 次,下载 532 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

fromsoftware 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
fromsoftware

fromsoftware 搜索 · 本页

1,521—权限未标注MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

title
FromSoftware Developer Profile
summary
Comprehensive profile of FromSoftware — the Japanese game developer behind Dark Souls, Elden Ring, and Sekiro, transformed from a business software maker into the creator of a new game genre.
read_when

FromSoftware — Masters of Punishment

From Business Software to Boss Fights

The story of FromSoftware begins not in a game studio, but in a quiet office in Tokyo in 1986, where Naotoshi Jin was building business applications for the NEC PC-88 — a Japanese personal computer that most Western audiences had never heard of.

For nearly a decade, FromSoftware made spreadsheets, databases, and productivity tools. Then, in 1994, the company pivoted to video games. Their first major title was King's Field (1994), a first-person RPG that was, by most contemporary standards, difficult and unforgiving. It was also, in retrospect, the first hint of what FromSoftware would become known for.

The company would spend years in the shadows — making mecha games (Armored Core), fantasy RPGs (Otogi), and racing games — before a chance encounter would change everything.

The Miyazaki Transformation

In 2004, a 29-year-old named Hidetaka Miyazaki applied for a position at FromSoftware. He had read game magazines obsessively since childhood and wanted to make games, but he had no professional experience in the industry. He joined as a planner.

Miyazaki grew up poor. His family couldn't afford many toys or games, so he read game magazines and imagined the worlds inside them. This experience — filling in gaps with his own imagination — would become the foundation of his game design philosophy: give players fragments, let them piece together the whole.

His first major project was the first Armored Core title for PlayStation Portable. Then he was assigned to revive a struggling franchise: King's Field. That project became Demon's Souls (2009).

Demon's Souls was almost canceled. Internal projections suggested it would sell fewer than 50,000 copies. Sony nearly pulled the plug. But when it launched in Japan, it was a cult hit. Word of mouth carried it. The game found its audience — players who were tired of hand-holding, who wanted a challenge, who craved the satisfaction of overcoming something genuinely difficult.

Timeline of Defining Works

1986 ── Founded by Naotoshi Jin in Tokyo (business software for PC-88)
  │
1994 ── King's Field released — first-person RPG, Japan only
  │
1997 ── Armored Core launched — mecha combat series begins
  │       Becomes one of FromSoft's most enduring franchises
  │
2004 ── Hidetaka Miyazaki joins as a planner at age 29
  │
2009 ── Demon's Souls (PS3) — the proto-Souls game
  │       Nearly canceled; becomes cult classic in Japan
  │       Western publisher: Atlus (limited NA release)
  │
2011 ── Dark Souls (PS3/X360) — the genre is born
  │       Also nearly canceled due to low sales projections
  │       Introduces bonfire checkpoints, interconnected world design
  │
2014 ── Dark Souls II — directed by Tomohiro Shibuya, Yui Tanimura
  │       Miyazaki steps back to focus on Bloodborne
  │
2015 ── Bloodborne (PS4) — cosmic horror, faster combat
  │       Collaboration with Sony; Miyazaki returns as director
  │       Game of the Year at The Game Awards
  │
2016 ── Dark Souls III — the trilogy concludes
  │       Miyazaki directs; widely considered the best of the trilogy
  │
2018 ── Sekiro: Shadows Die Twice — stealth-action, Sengoku-era Japan
  │       Introduces posture/deflection system
  │       Game of the Year 2019 (The Game Awards)
  │
2019 ── Sekiro wins GOTY; Miyazaki named president in 2014, confirmed leadership
  │
2022 ── Elden Ring — open-world Souls with George R.R. Martin
  │       23M+ copies sold; critical and commercial apex
  │       Game of the Year 2022
  │
2023 ── Armored Core VI: Fires of Rubicon — return to mecha roots
  │       First AC game in 10 years; strong reception
  │
2024 ── Kadokawa Corporation raid (July 2024) — CEO arrested
  │       Raises questions about FromSoftware's future independence
  │       Miyazaki confirms Elden Ring DLC (Shadow of the Erdtree) in development
  │
2024 ── Shadow of the Erdtree DLC released to critical acclaim

Design Philosophy — The Souls Formula

FromSoftware games share a distinctive design language that has been copied, parodied, and studied but rarely replicated successfully.

Unforgiving Difficulty: Death is not a failure state — it's a teaching mechanism. Enemies punish mistakes. Boss patterns must be learned through repetition. The game does not adapt to you; you adapt to the game.

Environmental Storytelling: Lore is not handed to the player through exposition. It's hidden in item descriptions, architecture, enemy placement, and subtle visual details. Players must be archaeologists of the game world.

Interconnected Worlds: Level design in Souls games is architectural genius. Paths loop back on themselves. Shortcuts open to earlier areas. The world feels like a cohesive, designed space rather than a collection of disconnected levels.

The Bonfire System: Checkpoints that serve as rest areas, upgrade points, and respawn locations. They also reset enemies (except bosses), creating a risk-reward loop — venture further from safety for better rewards, but risk losing everything.

Multiplayer Asymmetry: Players can leave messages for each other, summon help, or invade another player's world as an enemy. The multiplayer is woven into the single-player experience rather than bolted on.

Financial and Business Overview

FromSoftware operates under Kadokawa Corporation, which acquired an 80% stake in the company. The ownership structure matters:

Kadokawa Corporation: A Japanese media conglomerate known for publishing, anime production, and light novels. The 2024 arrest of Kadokawa's CEO on bribery charges created uncertainty about FromSoftware's future direction, though Miyazaki has indicated that creative operations remain unaffected.

Key Financial Data:

  • Elden Ring sales: 23M+ copies (as of 2024)
  • Dark Souls trilogy: ~30M+ copies combined
  • Bloodborne: 6M+ copies (PS4 exclusive)
  • Sekiro: 5M+ copies
  • FromSoftware annual revenue (FY2023): ~¥40B+ (approximately $270M USD)
  • Stock listed on Tokyo Stock Exchange (under Kadokawa)

The Competitive Moat

Design Moat

The Souls design philosophy is deceptively simple but incredibly difficult to execute well. Many studios have attempted "Souls-likes" — Lords of the Fallen, Code Vein, Star Wars Jedi: Fallen Order — and while some have succeeded, none have matched FromSoftware's mastery of the formula.

The moat isn't the difficulty — it's the precise calibration of challenge and reward that keeps players coming back despite (and because of) the pain.

Brand Moat

"FromSoftware" is a brand that carries weight. Players buy FromSoftware games because they trust the studio to deliver a specific experience — one that is punishing, rewarding, atmospheric, and unlike anything else in the industry.

Creative Leadership Moat

Hidetaka Miyazaki is both a visionary creative director and a capable business leader (president since 2014). His understanding of game design, combined with his willingness to take creative risks, is the single most important asset at FromSoftware.

Interesting Details

The Business Software Roots: FromSoftware's first products were not games — they were productivity applications for Japanese computers. This corporate software DNA may explain the company's methodical, systems-driven approach to game design. Every mechanic in a Souls game feels engineered with precision, not assembled with flair.

Miyazaki's Magazine Imagination: Growing up poor, Miyazaki couldn't afford many video games. Instead, he read game magazines and filled in the blanks with his imagination. This experience directly shaped his design philosophy: leave gaps for the player to fill. The environmental storytelling, the cryptic item descriptions, the fragmented lore — all of it traces back to a boy reading magazines and dreaming of worlds he couldn't afford to play.

The Dark Souls Near-Cancellation: Dark Souls was greenlit despite internal projections showing it would likely be a commercial failure. Sony Japan and FromSoftware's own leadership were skeptical. The game went on to sell over 10 million copies across the trilogy and spawned an entire genre. This is one of gaming's great stories of creative conviction over commercial caution.

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权限和风险

权限未标注

当前来源未能明确判断权限范围,默认进入异常复核队列。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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