/survival-crafting
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting --agent claude-codeHow 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
/survival-crafting
Context preview
The summary Claude sees to decide when to auto-load this skill.
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
SKILL.md
survival-crafting.SKILL.mdname: survival-crafting
description: >
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree,
needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
Survival Crafting
A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a **compositional** skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.
When to use
- Use when the player **gathers resources, crafts items/structures, manages survival needs, and
builds a base** against escalating threats: survival sandbox, crafting/base-building game.
- Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops,
or base placement/building.
**When *not* to use:** crafting as a minor RPG feature → `rpg`. Permadeath grid dungeon → `roguelike`. For inventory/items as data assets, use `godot-resources` / `unity-scriptableobjects`; for world generation, `procedural-gen`.
Core loop
**Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier.** Each loop should unlock the *next* loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.
Must-have systems
1. **Resource nodes + gathering** — harvestable world objects; tool requirements/tiers; respawn. 2. **Inventory** — stacks, capacity (slots or weight), drop/transfer, hotbar. 3. **Crafting** — recipes (inputs → output), a crafting station/tech gate, a tech tree. 4. **Survival needs** — hunger, thirst, temperature, stamina, health, with decay + consequences. 5. **Base building** — placeable structures, a build grid/snapping, storage, crafting stations. 6. **World + day/night** — biomes/resources (often procedural); a time cycle driving threats. 7. **Threats** — hostile creatures/weather/events that escalate; combat or avoidance. 8. **Save/load** — world state, inventory, base, needs, progression; large-world persistence.
Design knobs
| Knob | Effect | Notes | |------|--------|-------| | Needs decay rates | pressure cadence | Slow enough to explore, fast enough to matter. | | Need-failure consequence | stakes | Damage over time, not instant death. | | Resource scarcity / respawn | exploration push | Scarce near base → travel for more. | | Tool tiers / gating | progression ladder | Better tool → new node types. | | Recipe complexity / tech depth | long-term goals | Multi-step chains, not flat lists. | | Inventory limit (slots/weight) | logistics tension | Forces base trips and storage. | | Threat escalation curve | difficulty over time | Night/seasonal/event ramps. | | Day length | rhythm | Day = gather, night = defend. |
Patterns
1. Needs decay with graded consequences
# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
p.thirst = max(0, p.thirst - THIRST_RATE * dt)
p.temp = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)
# Consequences are graded, not binary: warnings, then attrition — never instant death.
if p.hunger == 0 or p.thirst == 0:
p.hp -= STARVE_DAMAGE * dt # damage over time creates urgency with recovery room
if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
p.hp -= EXPOSURE_DAMAGE * dt
if p.hunger > 0 and p.thirst > 0 and not exposed(p):
p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt) # safe + fed => heal2. Crafting: validate, then atomically consume inputs
# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
"inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
"station": "workbench", "requires_tech": "basic_tools"}
def can_craft(recipe, inv, tech, station):
if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
if recipe.get("station") and recipe["station"] != station: return False
return all(inv.count(item) >= n for item, n in recipe["inputs"].items())
def craft(recipe, inv, tech, station):
if not can_craft(recipe, inv, tech, station): return False
for item, n in recipe["inputs"].items(): inv.remove(item, n) # consume all, then add
inv.add(*recipe["output"]) # atomic: no partial craft
return True3. Gathering gated by tool tier
# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
if tool.tier < node.required_tier:
return notify("Need a better tool") # e.g. stone node needs a pickaxe, not fists
node.hp -= tool.power
if node.hp <= 0:
spawn_drops(node.drop_table) # weighted drops (see roguelike loot pattern)
node.start_respawn(node.respawn_time) # node returns later; world isn't depleted foreverPitfalls / failure modes
- **Needs that kill instantly** → frustration and save-scumming. Make failure damage over time,
with clear warnings and a recovery path (Pattern 1).
- **Grind without a ladder** → gathering that never unlocks new gathering. Each tier must open
the next (better tool → new node → new resource → better craft).
- **Non-atomic crafting** → inputs consumed but output not granted on an edge case. Validate
first, then consume-and-add as one step (Pattern 2).
- **Inventory with no limits** → no logistics tension and no reason for a base/storage. Cap by
slots or weight.
- **Permanently depleting the world** → pla
Read more
name: survival-crafting description: > Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
Survival Crafting
A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a **compositional** skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.
When to use
- Use when the player **gathers resources, crafts items/structures, manages survival needs, and
builds a base** against escalating threats: survival sandbox, crafting/base-building game.
- Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops,
or base placement/building.
**When *not* to use:** crafting as a minor RPG feature → `rpg`. Permadeath grid dungeon → `roguelike`. For inventory/items as data assets, use `godot-resources` / `unity-scriptableobjects`; for world generation, `procedural-gen`.
Core loop
**Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier.** Each loop should unlock the *next* loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.
Must-have systems
1. **Resource nodes + gathering** — harvestable world objects; tool requirements/tiers; respawn. 2. **Inventory** — stacks, capacity (slots or weight), drop/transfer, hotbar. 3. **Crafting** — recipes (inputs → output), a crafting station/tech gate, a tech tree. 4. **Survival needs** — hunger, thirst, temperature, stamina, health, with decay + consequences. 5. **Base building** — placeable structures, a build grid/snapping, storage, crafting stations. 6. **World + day/night** — biomes/resources (often procedural); a time cycle driving threats. 7. **Threats** — hostile creatures/weather/events that escalate; combat or avoidance. 8. **Save/load** — world state, inventory, base, needs, progression; large-world persistence.
Design knobs
| Knob | Effect | Notes | |------|--------|-------| | Needs decay rates | pressure cadence | Slow enough to explore, fast enough to matter. | | Need-failure consequence | stakes | Damage over time, not instant death. | | Resource scarcity / respawn | exploration push | Scarce near base → travel for more. | | Tool tiers / gating | progression ladder | Better tool → new node types. | | Recipe complexity / tech depth | long-term goals | Multi-step chains, not flat lists. | | Inventory limit (slots/weight) | logistics tension | Forces base trips and storage. | | Threat escalation curve | difficulty over time | Night/seasonal/event ramps. | | Day length | rhythm | Day = gather, night = defend. |
Patterns
1. Needs decay with graded consequences
# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
p.thirst = max(0, p.thirst - THIRST_RATE * dt)
p.temp = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)
# Consequences are graded, not binary: warnings, then attrition — never instant death.
if p.hunger == 0 or p.thirst == 0:
p.hp -= STARVE_DAMAGE * dt # damage over time creates urgency with recovery room
if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
p.hp -= EXPOSURE_DAMAGE * dt
if p.hunger > 0 and p.thirst > 0 and not exposed(p):
p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt) # safe + fed => heal2. Crafting: validate, then atomically consume inputs
# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
"inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
"station": "workbench", "requires_tech": "basic_tools"}
def can_craft(recipe, inv, tech, station):
if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
if recipe.get("station") and recipe["station"] != station: return False
return all(inv.count(item) >= n for item, n in recipe["inputs"].items())
def craft(recipe, inv, tech, station):
if not can_craft(recipe, inv, tech, station): return False
for item, n in recipe["inputs"].items(): inv.remove(item, n) # consume all, then add
inv.add(*recipe["output"]) # atomic: no partial craft
return True3. Gathering gated by tool tier
# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
if tool.tier < node.required_tier:
return notify("Need a better tool") # e.g. stone node needs a pickaxe, not fists
node.hp -= tool.power
if node.hp <= 0:
spawn_drops(node.drop_table) # weighted drops (see roguelike loot pattern)
node.start_respawn(node.respawn_time) # node returns later; world isn't depleted foreverPitfalls / failure modes
- **Needs that kill instantly** → frustration and save-scumming. Make failure damage over time,
with clear warnings and a recovery path (Pattern 1).
- **Grind without a ladder** → gathering that never unlocks new gathering. Each tier must open
the next (better tool → new node → new resource → better craft).
- **Non-atomic crafting** → inputs consumed but output not granted on an edge case. Validate
first, then consume-and-add as one step (Pattern 2).
- **Inventory with no limits** → no logistics tension and no reason for a base/storage. Cap by
slots or weight.
- **Permanently depleting the world** → pla
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