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/soak-test

Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

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claude-code-game-studios
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$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill soak-test --agent claude-code

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  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/soak-test

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Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

SKILL.md

soak-test.SKILL.md
name: soak-test
description: "Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases."
argument-hint: "[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write
model: sonnet

Soak Test

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:

  • **Memory leaks** — gradual heap growth that only appears after scene transitions
  • **Performance drift** — frame time degradation that worsens over time
  • **State accumulation bugs** — issues that only appear after N repetitions

of a mechanic (inventory full, score overflow, AI state corruption)

  • **Fun fatigue** — mechanics that feel good in a first session but grow

repetitive over extended play

  • **Content exhaustion** — the point where players run out of novel content

**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:**

  • Polish phase — before `/gate-check release`
  • After fixing a memory or stability issue (regression soak)
  • When extended play has not been formally tracked

---

1. Parse Arguments

**Duration** (default: `1h`):

  • `30m` — short soak; suitable for testing a single mechanic or scene
  • `1h` — standard soak; covers most common leak categories
  • `2h` — extended soak; recommended for first full Polish soak
  • `4h` — deep soak; required for games with long session design (RPGs, sims)

**Focus** (default: `all`):

  • `memory` — focus on heap size, object count, leak patterns
  • `stability` — focus on crash/freeze/hang detection
  • `balance` — focus on fun fatigue, content exhaustion, difficulty perception
  • `all` — all of the above

---

2. Load Context

Read:

  • `.claude/docs/technical-preferences.md` — engine (for engine-specific memory

monitoring guidance), performance budgets (memory ceiling, target FPS)

  • `design/gdd/game-concept.md` — intended session length (for comparison against

soak duration), core loop description

  • Most recent file in `production/playtests/` — prior playtest findings

(to avoid re-documenting known issues)

  • Most recent file in `production/qa/qa-plan-*.md` — current sprint test coverage

(to understand what has been formally tested vs. what the soak covers)

Note any performance budget targets from technical-preferences.md:

  • Memory ceiling: [N MB, or "not set"]
  • Target FPS: [N, or "not set"]
  • Frame budget: [N ms, or "not set"]

---

3. Define Observation Checkpoints

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.

---

4. Generate the Soak Test Protocol

Memory / Stability observation items (if focus = memory or all)

Engine-specific monitoring guidance:

**Godot 4:**

  • Open Debugger → Monitors tab; track `Memory → Static Memory` and

`Object Count → Objects` across checkpoints

  • Record: Static Memory (KB), Object Count, Orphan Nodes count
  • Alert threshold: Memory growth > 20% from T+0 after the first 15 minutes

(some growth on load is expected; sustained growth indicates a leak)

  • Note: `Performance.get_monitor(Performance.MEMORY_STATIC)` returns bytes

in Godot 4.6

**Unity:**

  • Open Memory Profiler (Window → Analysis → Memory Profiler)
  • Record: Total Reserved Memory (MB), GC Allocated (MB), Object Count at each checkpoint
  • Alert threshold: GC Allocated growing monotonically across 3+ checkpoints

**Unreal Engine:**

  • Use `stat memory` console command at each checkpoint
  • Record: Physical Memory Used (MB), Physical Memory Available
  • Alert threshold: Physical Memory Used growth > 50MB over the full soak

Stability observation items (if focus = stability or all)

At each checkpoint, note:

  • [ ] No crash, hang, or freeze occurred since last checkpoint
  • [ ] Frame rate still within target budget ([target FPS] fps)
  • [ ] Audio still playing correctly (no desync or silence)
  • [ ] All HUD elements still rendering correctly
  • [ ] Input responding as expected (no input loss or lag spike)

Balance / fatigue observation items (if focus = balance or all)

Collect subjective observations at each checkpoint:

  • [ ] Core mechanic still feels rewarding (Y/N)
  • [ ] Perceived difficulty level: [too easy / appropriate / too hard]
  • [ ] Any "I've seen this before" moments since last checkpoint? (novel content exhaustion)
  • [ ] Any moment of frustration since last checkpoint? Note cause.
  • [ ] Any moment of peak engagement since last checkpoint? Note cause.

---

5. Generate the Protocol Document

# Soak Test Protocol

> **Date**: [date]
> **Duration**: [duration]
> **Focus**: [memory | stability | balance | all]
> **Engine**: [engine]
> **Generated by**: /soak-test

---

## Pre-Session Setup

Before starting the soak:

- [ ] Game is running from a **fresh launch** (not resumed from a prior session)
- [ ] All background applications closed (minimise OS memory interference)
- [ ] Performance monitoring tool open and recording:
  - **Godot**: Debugger → Monitors tab → Memory section visible
  - **Unity**: Memory Profiler window open
  - **Unreal**: `stat memory` ready in console
- [ ] Soak target confirmed: [session design intent from game concept]
- [ ] Prior known issues to watch for: [from most recent playtest / qa-plan]

---

## Baseline (T+0) — Record Before Playing

| Met
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