save-systems

save-systems is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 74 tokens per session (1,782 once invoked), scanned A, original, Apache-2.0.

A design guide for saving game progress to files so it survives when the game closes. It covers what state to save, save slots, autosave, crash-safe writing, and updating older save files.

In plain words
What is it for?
Use it to save player stats, inventory, positions, settings, unlocked content, and world changes. It also helps design quicksave, autosave, multiple slots, and migrations for old saves.
Why use it?
It helps prevent corrupted saves and stops updates from breaking progress made with an earlier version of the game.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the disciplines plugin — 15 skills shipped together , and of gamedev

Good fit Use it to save player stats, inventory, positions, settings, unlocked content, and world changes. It also helps design quicksave, autosave, multiple slots, and migrations for old saves.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems
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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill save-systems
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install disciplines, the plugin that ships this one along with the rest of its 15 skills.

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-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems/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-systems

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/save-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,782 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. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk warn 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00074 $0.01782
Opus 5 $0.00037 $0.00891
Sonnet 5 $0.00015 $0.00356
Haiku 4.5 $0.00007 $0.00178

Measured 13d ago against content hash bf9184965b3e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

save-systems 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 13d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/disciplines/save-systems/SKILL.md · 162 lines

How it starts

The opening of the file, as written. The whole thing — 162 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Save systems

A save file is a serialized snapshot of game state that survives restarts. The hard parts aren't writing bytes — they're choosing what to save, writing it so a crash mid-save can't corrupt it, and reading old saves after you ship a patch. Get those three right and the rest is plumbing.

When to use

  • Use to persist progress: player stats, inventory, world flags, settings, positions — across sessions and game updates.
  • Use to design save slots, quicksave/autosave, and crash-safe writes.
  • Use when old save files break after a content/code change (versioning & migration).

When not to use: for Roblox cloud persistence specifics, use roblox-datastores. For the data model the save serializes (resources/SOs), use godot-resources / unity-scriptableobjects. For Godot's FileAccess/ ResourceSaver and user:// paths, defer to the Godot engine skill while applying the patterns here.

Core workflow

  1. Decide what state is authoritative. Save the data (hp, position, seed, unlocked flags), not engine objects or scene nodes. You will reconstruct objects from data on load — never serialize live node references.
  2. Define a versioned schema. Every save embeds a version integer. This is the single most important field for a game you intend to patch.
  3. Pick a format. JSON/text for readability and debuggability; a binary format for size/speed or mild tamper-resistance. Start with JSON.
  4. Write atomically. Serialize to a temp file, flush, then rename over the real file. A crash leaves either the old save or the new one — never a half-written one.
  5. Load defensively. Read version → migrate up to current → validate → instantiate. Keep a backup of the last good save and fall back on parse error.
  6. Autosave on safe boundaries (level change, checkpoint), throttled, and to a separate slot so it can't clobber a manual save.
  7. Verify: save, fully quit, relaunch, load — and confirm by inspection that state matches. Test loading a save from the previous version.

Read the full file on GitHub · 162 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 13d ago First seen · 162 lines · 74 tokens per session scan A bf9184965b3e

Subscribe to this mod's changes

save-systems is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 74 tokens to every session and 1,782 once invoked, about $0.0004 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 2026-08-30.