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/save-systems

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save

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awesome-gamedev-agent-skills
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$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill save-systems --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • 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/save-systems

Context preview

The summary Claude sees to decide when to auto-load this skill.

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save

SKILL.md

save-systems.SKILL.md
name: save-systems
description: >
  Design save/load for game state — choosing what to serialize, file formats,
  save slots, atomic crash-safe writes, schema versioning and migration, and
  autosave. Engine-neutral. Use when the user mentions save system, save/load,
  game state persistence, save slots, autosave, save file corruption, or
  migrating old saves to a new version.

Save systems

A save file is a **serialized snapshot of game state** that survives restarts. The hard parts aren't writing bytes — they're choosing *what* to save, writing it so a crash mid-save can't corrupt it, and reading *old* saves after you ship a patch. Get those three right and the rest is plumbing.

When to use

  • Use to persist progress: player stats, inventory, world flags, settings,

positions — across sessions and game updates.

  • Use to design save slots, quicksave/autosave, and crash-safe writes.
  • Use when old save files break after a content/code change (versioning &

migration).

**When *not* to use:** for Roblox cloud persistence specifics, use `roblox-datastores`. For the data model the save serializes (resources/SOs), use `godot-resources` / `unity-scriptableobjects`. For Godot's `FileAccess`/ `ResourceSaver` and `user://` paths, defer to the Godot engine skill while applying the patterns here.

Core workflow

1. **Decide what state is authoritative.** Save the *data* (hp, position, seed, unlocked flags), not engine objects or scene nodes. You will reconstruct objects from data on load — never serialize live node references. 2. **Define a versioned schema.** Every save embeds a `version` integer. This is the single most important field for a game you intend to patch. 3. **Pick a format.** JSON/text for readability and debuggability; a binary format for size/speed or mild tamper-resistance. Start with JSON. 4. **Write atomically.** Serialize to a temp file, flush, then rename over the real file. A crash leaves either the old save or the new one — never a half-written one. 5. **Load defensively.** Read version → migrate up to current → validate → instantiate. Keep a backup of the last good save and fall back on parse error. 6. **Autosave on safe boundaries** (level change, checkpoint), throttled, and to a separate slot so it can't clobber a manual save. 7. **Verify**: save, fully quit, relaunch, load — and confirm by inspection that state matches. Test loading a save from the previous version.

Patterns

1. Serialize state as plain data (not engine objects)

# Build a dictionary of pure data. Each savable object reports its own state.
func capture_state() -> Dictionary:
    return {
        "version": SAVE_VERSION,                 # ALWAYS stamp the schema version
        "player": { "hp": player.hp, "pos": [player.position.x, player.position.y] },
        "inventory": player.inventory.to_array(),  # ids + counts, not Item nodes
        "flags": world.flags,                    # e.g. {"met_guard": true}
        "seed": world.seed,                      # regenerate procedural content
    }

# On load, RECONSTRUCT objects from the data — do not expect live references back.
func apply_state(data: Dictionary) -> void:
    player.hp = data["player"]["hp"]
    player.position = Vector2(data["player"]["pos"][0], data["player"]["pos"][1])
    player.inventory.from_array(data["inventory"])
    world.flags = data["flags"]

2. Atomic, crash-safe write (temp + rename)

# RIGHT: write to a temp file, then atomically rename over the target.
func save_atomic(path: String, data: Dictionary) -> void:
    var tmp := path + ".tmp"
    var f := FileAccess.open(tmp, FileAccess.WRITE)
    f.store_string(JSON.stringify(data))
    f.flush()                                    # ensure bytes hit disk
    f.close()
    DirAccess.rename_absolute(tmp, path)         # replaces the target; atomic on POSIX
# WRONG: opening `path` directly and writing in place — a crash mid-write leaves a
# truncated, unloadable save and destroys the player's progress.

Rename-over-target is atomic on POSIX (same volume); on Windows a replace-by-rename isn't guaranteed atomic, so keep the previous file as `path + ".bak"` before the rename — that backup is what actually guarantees you can recover from a bad write.

3. Versioned load with migration

SAVE_VERSION = 3

def load_save(raw_bytes):
    data = parse(raw_bytes)                  # JSON/binary -> dict
    v = data.get("version", 0)
    if v > SAVE_VERSION:
        raise NewerSaveError(v)              # save is from a newer build; refuse
    while v < SAVE_VERSION:                   # apply migrations in order, v -> v+1
        data = MIGRATIONS[v](data)
        v += 1
        data["version"] = v
    validate(data)                            # check required keys / ranges
    return data

# Each migration is a pure function from one version's shape to the next.
def migrate_1_to_2(d):
    d["flags"] = {k: True for k in d.pop("completed_quests", [])}  # list -> set-map
    return d
MIGRATIONS = {1: migrate_1_to_2, 2: migrate_2_to_3}

4. Save slots + throttled autosave

const SLOT_PATH := "user://save_%d.json"      # manual slots 0..N
const AUTOSAVE_PATH := "user://autosave.json"  # separate file: never clobbers a slot
var _autosave_cooldown := 0.0

func autosave_if_due(dt: float) -> void:
    _autosave_cooldown -= dt
    if _autosave_cooldown <= 0.0:
        save_atomic(AUTOSAVE_PATH, capture_state())
        _autosave_cooldown = 60.0             # throttle: at most once a minute
# Trigger an immediate autosave on checkpoints/level transitions, not mid-combat.

Pitfalls

  • **Serializing engine objects/node paths** ties saves to scene structure;

renaming a node breaks every old save. Save data, rebuild objects on load.

  • **No version field.** The day you ship a patch, every existing save is a

guessing game. Stamp `version` from version 1.

  • **In-place writes** co
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