survival-crafting

survival-crafting is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 46 tokens per session (1,806 once invoked), scanned A, original, Apache-2.0.

A game-building guide for survival-crafting games, where players gather resources, make items, manage needs such as hunger and temperature, and build a base. It covers crafting progression and escalating threats.

In plain words
What is it for?
Use it for survival sandboxes and crafting or base-building games. It helps design gathering, inventories, technology progression, survival needs, base placement, exploration, and threats.
Why use it?
It helps connect resource scarcity, survival pressure, exploration, crafting, and building so the game does not become repetitive or tedious.

Skill for Claude Code

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

Part of the genres plugin — 9 skills shipped together , and of gamedev

Good fit Use it for survival sandboxes and crafting or base-building games. It helps design gathering, inventories, technology progression, survival needs, base placement, exploration, and threats.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting
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 survival-crafting
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install genres, the plugin that ships this one along with the rest of its 9 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 survival-crafting

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 46 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,806 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 8 Aug 2026
  • Snyk pass 8 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 $0.00046 $0.01806
Opus 5 $0.00023 $0.00903
Sonnet 5 $0.00009 $0.00361
Haiku 4.5 $0.00005 $0.00181

Measured 13d ago against content hash cbf1981c1a44, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

survival-crafting 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.

skills/genres/survival-crafting/SKILL.md · 142 lines

How it starts

The opening of the file, as written. The whole thing — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Survival Crafting

A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a compositional skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.

When to use

  • Use when the player gathers resources, crafts items/structures, manages survival needs, and builds a base against escalating threats: survival sandbox, crafting/base-building game.
  • Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops, or base placement/building.

When not to use: crafting as a minor RPG feature → rpg. Permadeath grid dungeon → roguelike. For inventory/items as data assets, use godot-resources / unity-scriptableobjects; for world generation, procedural-gen.

Core loop

Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier. Each loop should unlock the next loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.

Must-have systems

  1. Resource nodes + gathering — harvestable world objects; tool requirements/tiers; respawn.
  2. Inventory — stacks, capacity (slots or weight), drop/transfer, hotbar.
  3. Crafting — recipes (inputs → output), a crafting station/tech gate, a tech tree.
  4. Survival needs — hunger, thirst, temperature, stamina, health, with decay + consequences.
  5. Base building — placeable structures, a build grid/snapping, storage, crafting stations.
  6. World + day/night — biomes/resources (often procedural); a time cycle driving threats.
  7. Threats — hostile creatures/weather/events that escalate; combat or avoidance.
  8. Save/load — world state, inventory, base, needs, progression; large-world persistence.

Read the full file on GitHub · 142 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 · 142 lines · 46 tokens per session scan A cbf1981c1a44

Subscribe to this mod's changes

survival-crafting 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 46 tokens to every session and 1,806 once invoked, about $0.0002 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.