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/striderza/opencodegamestudios/soak-testnpx skills add striderZA/OpenCodeGameStudios --skill soak-testgit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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/striderza/opencodegamestudios/soak-test)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/soak-test"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/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 | $0.02360 |
| Opus 5 | $0.00027 | $0.01180 |
| Sonnet 5 | $0.00011 | $0.00472 |
| Haiku 4.5 | $0.00005 | $0.00236 |
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 yesterday.
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.
This is a copy
94% identical to soak-test — 3 lines 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.
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 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:
docs/framework/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.
- yesterday First seen · 284 lines · 54 tokens per session scan A a9ba2a808f95
soak-test is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 24d ago), licensed MIT. It adds 54 tokens to every session and 2,360 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to soak-test, differing in 3 lines, and is treated as a copy.
Other skills, from other repositories
generated-raster-asset-pipeline
Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.
lighting-lod-pipeline
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
2d-animation-pipeline
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
sprite-pipeline
Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
ui-animation-pipeline
Define transition, feedback, and state-driven animation rules for UI elements.
tilemap-pipeline
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.