aaabench: Skill for Claude Code

.claude/skills/save-systems/SKILL.md

save-systems is a skill for Claude Code from ukanwat/aaabench. It costs 74 tokens per session (1,848 once invoked), scanned A, a copy of save-systems, MIT.

A guide to saving and loading a game's state between sessions and after updates. It covers what data to store, save files, save slots, automatic saves, and updating older save formats.

In plain words
What is it for?
Use it to save player statistics, inventory, settings, positions, and world progress, with crash-safe writes and versioned migrations for old saves.
Why use it?
It helps preserve player progress and reduce data loss when a game crashes or its code and content change.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is ukanwat/aaabench's own configuration. It tells Claude Code how to work on aaabench itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything aaabench configures →

Reuse

Borrowing it

Nothing to install: this file belongs to ukanwat/aaabench. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/ukanwat/aaabench/main/.claude/skills/save-systems/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

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 save-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/ukanwat/aaabench/save-systems/github.svg)](https://agentmods.dev/skills/ukanwat/aaabench/save-systems)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/save-systems"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/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/ukanwat/aaabench/save-systems"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/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 1,848 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 94% 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 $0.00074 $0.01848
Opus 5.5 $0.00030 $0.00739
Sonnet 5.5 $0.00015 $0.00370
Haiku 4.5 $0.00007 $0.00185

Measured 1mo ago against content hash 20dba7985d2f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 1mo 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

94% identical to save-systems — 60 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.

.claude/skills/save-systems/SKILL.md · 168 lines

How it starts

The opening of the file, as written. The whole thing — 168 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 · 168 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. 1mo ago First seen · 168 lines · 74 tokens per session scan A 20dba7985d2f

Subscribe to this mod's changes

save-systems is a skill published in the GitHub repository ukanwat/aaabench (385 stars, last pushed 2mo ago), licensed MIT. It adds 74 tokens to every session and 1,848 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 94% identical to save-systems, differing in 60 lines, and is treated as a copy.

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