soak-test

soak-test is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 54 tokens per session (2,361 once invoked), scanned A, a copy of soak-test, MIT.

A protocol for testing a game during long play sessions, from 30 minutes to several hours, while recording specific observations.

In plain words
What is it for?
It helps QA teams plan and analyse extended play sessions before release or after fixing stability problems.
Why use it?
Short tests can miss memory leaks, performance decline, repeated-action bugs, player fatigue, and running out of fresh content.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit It helps QA teams plan and analyse extended play sessions before release or after fixing stability problems.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/soak-test
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 IdoCohen560/claude-unity-game-studio --skill soak-test
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

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 soak-test

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/soak-test/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/soak-test)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/soak-test"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/soak-test/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 soak-test

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/soak-test"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/soak-test.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,361 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 97% copy Near-identical to another mod 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 $0.00054 $0.02361
Opus 5 $0.00027 $0.01180
Sonnet 5 $0.00011 $0.00472
Haiku 4.5 $0.00005 $0.00236

Measured 6d ago against content hash bc3432a3f044, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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 6d 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

This is a copy

97% identical to soak-test — 1 line differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/soak-test/SKILL.md · 284 lines

How it starts

The opening of the file, as written. The whole thing — 284 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 scene
  • 1h — standard soak; covers most common leak categories
  • 2h — extended soak; recommended for first full Polish soak
  • 4h — deep soak; required for games with long session design (RPGs, sims)

Focus (default: all):

  • memory — focus on heap size, object count, leak patterns
  • stability — focus on crash/freeze/hang detection
  • balance — focus on fun fatigue, content exhaustion, difficulty perception
  • all — 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)

Read the full file on GitHub · 284 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. 6d ago First seen · 284 lines · 54 tokens per session scan A bc3432a3f044

Subscribe to this mod's changes

soak-test is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 54 tokens to every session and 2,361 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to soak-test, differing in 1 line, and is treated as a copy.

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