adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill soak-test --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a windsurf -y
name: soak-test description: "Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases." argument-hint: "[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/soak-test/../../hooks/yaml-helper.sh" resolve_config *) model: sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow`
**Automation mode**: Resolve `modes.automation` (`project.local.yaml` → `project.yaml` → default `collaborative`). Every `AskUserQuestion` call and every file write follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt).
A soak test (also called an endurance test) is an extended play session run with specific observation goals. Unlike a smoke check (broad critical path, ~10 min) or a single-feature playtest (~30 min), a soak test runs for **30 minutes to several hours** to surface:
of a mechanic (inventory full, score overflow, AI state corruption)
repetitive over extended play
**This skill generates the observation protocol and analysis harness — the human does the actual playing.**
**Output:** `production/qa/soak-test-[date]-[duration].md`
**When to run:**
---
**Duration** (default: `1h`):
**Focus** (default: `all`):
---
Read:
guidance) and `performance.*` budgets (memory ceiling, target FPS); for any key absent or empty (including when `project.yaml` has no `performance` or `engine` block), fall back to `.claude/docs/technical-preferences.md`
soak duration), core loop description (or `design/game-brief.md`, the one-page brief that replaces it at `rigor: minimal` — core loop, and session length only if its "Who it's for" line states one). Read it by section: find the headings you need with the Grep tool (pattern `^#`, content mode) and Read those ranges with offset and limit.
(to avoid re-documenting known issues)
(to understand what has been formally tested vs. what the soak covers)
Note any performance budget targets (`performance.*` from `project.yaml`, else `.claude/docs/technical-preferences.md`):
---
Based on duration, generate timed checkpoints:
**30m soak**: T+0, T+10, T+20, T+30 **1h soak**: T+0, T+15, T+30, T+45, T+60 **2h soak**: T+0, T+20, T+40, T+60, T+80, T+100, T+120 **4h soak**: T+0, T+30, T+60, T+90, T+120, T+180, T+240
At each checkpoint, the observer records the observation items defined in Phase 4.
---
Engine-specific monitoring guidance.
> **Record the unit the tool shows; never convert, and never assume one.** > A soak test looks for **growth**, so every threshold below is a *ratio or a > delta against this session's own T+0 baseline* — which is unit-agnostic and > stays correct however the editor reports the number. Write the unit down at > T+0 exactly as displayed and use it consistently for the rest of the run.
> **NOT SOURCEABLE — the tool, panel and counter names below are not covered by > `docs/engine-reference/`**: Godot's Debugger → Monitors and its memory > counters, Unity's Memory Profiler and its fields, Unreal's `stat memory`. Mark > them so in the protocol: they are pointers for the tester to confirm in their > own editor at T+0, not verified paths. If no memory tool can be found, nothing > was measured, and the Verdict section's NOT ASSESSED applies.
**Godot 4:**
`Object Count → Objects` across checkpoints
(some growth on load is expected; sustained growth indicates a leak)
its T+0 value after a scene unload. A ratio hides that; a non-zero floor that keeps rising is a leak regardless of units
**Unity:**
(**units as displayed**)
a monotonicity check, delibe
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Create an ADR documenting a technical decision: context, alternatives considered, consequences.
Traceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT…
Author the Art Bible — visual identity gating asset production. Run before /map-systems.
Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
Per-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
Use your assigned AgentMail inbox to read email tasks, explicitly send or reply, and check delivery. Provided automatically by…
Create a new Architecture Decision Record with sequential numbering and AgentDB registration