save-system

save-system is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 12 tokens per session (797 once invoked), scanned A, original, MIT.

A command for designing, building, updating, or fixing save systems in Godot games. A save system stores progress such as player state, inventory, and settings so it can be restored later.

In plain words
What is it for?
Use it to design save-file structures, generate save and load code, add file versioning and upgrades, implement safe writes, and plan cloud saves.
Why use it?
It helps avoid inconsistent save files, lost progress, and broken saves after the game's data format changes. It also helps match saving rules to the game, such as slots, checkpoints, or one-file roguelike saves.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

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

Good fit Use it to design save-file structures, generate save and load code, add file versioning and upgrades, implement safe writes, and plan cloud saves.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/save-system
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

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/save-system/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/save-system)
Your own site
<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.

agentmods 80×15 button for save-system

Your own site · 80×15
<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>
Per session 12 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 797 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 $0.00012 $0.00797
Opus 5.5 $0.00005 $0.00319
Sonnet 5.5 $0.00002 $0.00159
Haiku 4.5 $0.00001 $0.00080

Measured 15d ago against content hash fb301e90531f, 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 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/commands/save-system.md · 93 lines

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.

Read the full file on GitHub · 93 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 · 93 lines · 12 tokens per session scan A fb301e90531f

Subscribe to this mod's changes

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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