Claude Code Game Studios is a setup that organizes Claude Code into a coordinated game-development team of specialized AI agents. It supports game projects across design, programming, art, audio, narrative, quality assurance, and production, with skills and workflows for coordinating that work.
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.
npx agentmods add skills/donchitos/claude-code-game-studios/soak-testnpx skills add Donchitos/Claude-Code-Game-Studios --skill soak-testgit clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-StudiosWrote 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/skills/donchitos/claude-code-game-studios/soak-test)<a href="https://agentmods.dev/skills/donchitos/claude-code-game-studios/soak-test"><img src="https://agentmods.dev/badge/skills/donchitos/claude-code-game-studios/soak-test.svg" alt="Measured on agentmods" 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 | $0.00054 | $0.02366 |
| Opus 5 | $0.00027 | $0.01183 |
| Sonnet 5 | $0.00011 | $0.00473 |
| Haiku 4.5 | $0.00005 | $0.00237 |
Grade A, and why
soak-test 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 2d 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 — 285 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Soak Test
A soak test (also called an endurance test) is an extended play session run with specific observation goals. Unlike a smoke check (broad critical path, ~10 min) or a single-feature playtest (~30 min), a soak test runs for 30 minutes to several hours to surface:
- Memory leaks — gradual heap growth that only appears after scene transitions
- Performance drift — frame time degradation that worsens over time
- State accumulation bugs — issues that only appear after N repetitions of a mechanic (inventory full, score overflow, AI state corruption)
- Fun fatigue — mechanics that feel good in a first session but grow repetitive over extended play
- Content exhaustion — the point where players run out of novel content
This skill generates the observation protocol and analysis harness — the human does the actual playing.
Output: production/qa/soak-test-[date]-[duration].md
When to run:
- Polish phase — before
/gate-check release - After fixing a memory or stability issue (regression soak)
- When extended play has not been formally tracked
1. Parse Arguments
Duration (default: 1h):
30m— short soak; suitable for testing a single mechanic or scene1h— standard soak; covers most common leak categories2h— extended soak; recommended for first full Polish soak4h— deep soak; required for games with long session design (RPGs, sims)
Focus (default: all):
memory— focus on heap size, object count, leak patternsstability— focus on crash/freeze/hang detectionbalance— focus on fun fatigue, content exhaustion, difficulty perceptionall— all of the above
2. Load Context
Read:
.claude/docs/technical-preferences.md— engine (for engine-specific memory monitoring guidance), performance budgets (memory ceiling, target FPS)design/gdd/game-concept.md— intended session length (for comparison against soak duration), core loop description- Most recent file in
production/playtests/— prior playtest findings (to avoid re-documenting known issues) - Most recent file in
production/qa/qa-plan-*.md— current sprint test coverage (to understand what has been formally tested vs. what the soak covers)
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.
- 2d ago First seen · 285 lines · 54 tokens per session scan A 9f090f0e3957
soak-test is a skill published in the GitHub repository Donchitos/Claude-Code-Game-Studios (24,822 stars, last pushed 3mo ago), licensed MIT. It adds 54 tokens to every session and 2,366 once invoked, about $0.0003 per session on Opus 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 2026-09-03.
Other skills, from other repositories
novel-game-analyze
Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCEBIBLE with cited textual evidence, extracting world rules, player verbs, spaces, character will, systems, and visual anchors — without inventing a genre yet. Use for gameable book analysis, analyze a…
novel-to-game
Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to…
game-build
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAMEDESIGN, and ARTDIRECTION when production begins, into a minimal BUILDBRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game…
game-concept
Design game concepts from a novel. From SOURCEBIBLE and PRODUCTBRIEF, generate three genuinely different directions on the dimensions still unlocked, then pick the most worthwhile playable prototype using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a…
game-world-design
Design game experience, systems, and levels. Converge the chosen concept into one GAMEDESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write…
game-qa
Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated game, QA a game build, check whether the…