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.
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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.
[](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/save-system)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/save-system"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/save-system/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.
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/save-system"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/save-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00012 | $0.00797 |
| Opus 5.5 | $0.00005 | $0.00319 |
| Sonnet 5.5 | $0.00002 | $0.00159 |
| Haiku 4.5 | $0.00001 | $0.00080 |
Grade A, and why
save-system 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.
How it starts
The opening of the file, as written. The whole thing — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/save-system
Save file architecture, serialization, versioning, migration, and platform cloud saves for Godot games.
Trigger
/save-system [action] [target]
Actions
design
Architect a save system for a specific game type.
/save-system design "RPG with 3 save slots, manual saves, and autosave at checkpoints"
/save-system design "roguelike: single save file, delete on death, save on exit"
/save-system design "open world: frequent autosave + manual slots + Steam Cloud"
Output: Save data schema, slot design rationale, autosave trigger points, file format recommendation.
implement
Generate save/load code.
/save-system implement "player position, health, inventory array, and quest flags"
/save-system implement "settings file separate from game save"
/save-system implement "save slot metadata for UI (level name, playtime, date)"
Output: Typed GDScript with to_dict() / from_dict(), atomic write with tmp+rename, version field.
migrate
Add versioning or migration to an existing save system.
/save-system migrate "added new 'stamina' stat in v2 that didn't exist in v1"
/save-system migrate "renamed 'hp' to 'health' and added 'max_health' field"
/save-system migrate "moved audio settings from game save into separate settings file"
Output: Migration function chain, version bump, backward compatibility handler, test procedure.
debug
Diagnose save system problems.
/save-system debug "save file sometimes empty on game crash"
/save-system debug "loading old save throws error after adding new inventory system"
/save-system debug "settings reset whenever player starts new game"
Output: Root cause, fix code, prevention strategy.
Examples
Implementing a complete save system:
/save-system implement "2D platformer save: player position, health, collected items (Array), level, playtime"
Produces: PlayerSaveData with to_dict()/from_dict(), SaveManager with atomic write, version=1, slot 0-2 support.
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.
- 15d ago First seen · 93 lines · 12 tokens per session scan A fb301e90531f
save-system is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 12 tokens to every session and 797 once invoked, about $0.0000 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.
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project-settings
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baking
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