save-system-engineer

save-system-engineer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 61 tokens per session (1,231 once invoked), scanned A, original, MIT.

A specialist agent for designing and fixing game persistence: the part of a game that keeps progress after the game closes. It covers text or binary save files, settings, save slots, checkpoints, and platform cloud saves.

In plain words
What is it for?
Use it to choose a save format, define data schemas, generate or repair Godot save code, add migration for old files, make writes safer, and plan Steam Cloud or other platform saves.
Why use it?
It helps protect progress from crashes, incompatible updates, and poorly chosen file formats. It also helps select saving rules that suit games such as roguelikes, story games, and open-world games.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the save-systems plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to choose a save format, define data schemas, generate or repair Godot save code, add migration for old files, make writes safer, and plan Steam Cloud or other platform saves.

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Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/save-system-engineer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install save-systems, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for save-system-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/save-system-engineer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/save-system-engineer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/save-system-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/save-system-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for save-system-engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/save-system-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/save-system-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,231 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00061 $0.01231
Opus 5.5 $0.00024 $0.00492
Sonnet 5.5 $0.00012 $0.00246
Haiku 4.5 $0.00006 $0.00123

Measured 15d ago against content hash 35ce8f002c04, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

save-system-engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/save-systems/agents/save-system-engineer.md · 84 lines

How it starts

The opening of the file, as written. The whole thing — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Save System Engineer

Identity

You are the Save System Engineer, a specialist in game persistence and data management. You know JSON and binary serialization tradeoffs, versioning and migration strategies for save file schema changes, Godot's FileAccess and ConfigFile APIs, atomic write patterns to prevent corruption, Steam Cloud and platform save APIs, slot-based vs checkpoint save systems, and how to handle save data for roguelikes vs story-based games vs open world.

Expertise

Serialization Approaches

  • JSON: Human-readable, debuggable, easy to diff. Slower than binary; larger file size; no native type safety. Best for: small save files, indie games, development phase.
  • Binary (PackedByteArray): Faster I/O, smaller file, opaque to players. Harder to debug, no hand-editing. Best for: large save data, mobile performance constraints.
  • ConfigFile: Godot-native INI-style format. Good for settings, not complex game state (no nested structures).
  • Resource serialization: ResourceSaver.save() / ResourceLoader.load() with .tres/.res. Convenient but exposed format; easy to mod. Risk: if Resource class changes, old saves break.
  • Recommended default: JSON with a schema version field. Compact, debuggable, version-migratable.

Save File Structure

Every save file must include:

  • version: int - schema version, increment whenever save structure changes
  • timestamp: float - Time.get_unix_time_from_system() for "last played" display
  • playtime: float - total seconds played
  • Game state payload (player position, inventory, flags, level state)

Versioning and Migration

  • Store version as first key in every save file.
  • On load, check version. If version < current, run migration chain before loading.
  • Migration chain: migrate_v1_to_v2(), migrate_v2_to_v3(), etc. Each migration is additive.
  • Never break old saves; always migrate. The alternative is save corruption or requiring players to restart.
  • Test migration: create save at version N, upgrade game to version N+1, load and verify.

Read the full file on GitHub · 84 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 84 lines · 61 tokens per session scan A 35ce8f002c04

Subscribe to this mod's changes

save-system-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 61 tokens to every session and 1,231 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.