game-save-n-progress

game-save-n-progress is a skill for Codex from woliveiras/geremmyas. It costs 52 tokens per session (493 once invoked), scanned A, original, MIT.

A system for saving a 2D game's settings, progress, checkpoints, or run state as a versioned data snapshot. It validates old data and migrates it when the save format changes.

In plain words
What is it for?
Use it to implement save slots, autosaves, checkpoints, settings persistence, storage adapters, recovery behavior, schema migrations, and tests for invalid or outdated saves.
Why use it?
It helps prevent corrupted, incompatible, or partially written saves from breaking the game. It also separates persistent data from temporary runtime state.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it to implement save slots, autosaves, checkpoints, settings persistence, storage adapters, recovery behavior, schema migrations, and tests for invalid or outdated saves.

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Install with agentmods
npx agentmods add skills/woliveiras/geremmyas/game-save-n-progress
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 woliveiras/geremmyas --skill game-save-n-progress
Clone the repo
git clone --depth 1 https://github.com/woliveiras/geremmyas

Made for: Codex.

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 game-save-n-progress

README.md
[![agentmods](https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-save-n-progress/github.svg)](https://agentmods.dev/skills/woliveiras/geremmyas/game-save-n-progress)
Your own site
<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-save-n-progress"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-save-n-progress/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 game-save-n-progress

Your own site · 80×15
<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-save-n-progress"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-save-n-progress.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 493 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 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 $0.00052 $0.00493
Opus 5 $0.00026 $0.00246
Sonnet 5 $0.00010 $0.00099
Haiku 4.5 $0.00005 $0.00049

Measured 10d ago against content hash 9ca324c8fd7a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

game-save-n-progress 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 10d 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.

content/skills/game-save-n-progress/SKILL.md · 49 lines

How it starts

The opening of the file, as written. The whole thing — 49 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Save N Progress

Persist a small, versioned domain snapshot; validate and migrate it before applying it to runtime state.

Establish the persistence contract

  1. Inspect engine version, target platforms, existing save format, storage APIs, progression systems, and repository security rules.
  2. Classify data as settings, profile progression, run state, checkpoint, cache, or telemetry.
  3. Define stable IDs, schema version, compatibility window, autosave triggers, and recovery behavior.
  4. Identify sensitive, platform-owned, or externally synchronized data.

Load references

  • Read save-architecture.md for schemas, migrations, write safety, slots, checkpoints, and tests.
  • For Phaser, also read phaser.md.
  • For Godot, also read godot.md.
  • Use $game-testing-2d for migration and corruption tests and $game-build-and-release for platform acceptance.

Implement the pipeline

  1. Extract a plain domain snapshot from runtime state.
  2. Serialize with a top-level schema version and metadata.
  3. Write through a platform adapter using the safest available replace strategy.
  4. Read raw data without mutating the game.
  5. Parse, validate, migrate stepwise, and normalize defaults.
  6. Apply only validated data to a fresh runtime state.
  7. Preserve or quarantine recoverable failures according to policy.

Verify

  • Round-trip every supported save kind.
  • Load oldest supported fixtures through every migration.
  • Test truncated, malformed, unknown-version, and semantically invalid saves.
  • Test autosave interruption, repeated writes, slot deletion, and no-space or unavailable-storage behavior where possible.
  • Verify the real exported target separately.

Guardrails

  • Do not serialize scene nodes, sprites, callbacks, or engine object references.
  • Do not treat a TypeScript type or GDScript annotation as runtime validation.
  • Do not overwrite the only recoverable save before a new write succeeds.
  • Do not promise tamper resistance for client-owned saves.
  • Do not add cloud synchronization without an explicit conflict policy.

Read the full file on GitHub · 49 lines

Files

What ships with it

4 files 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. 10d ago First seen · 49 lines · 52 tokens per session scan A 9ca324c8fd7a

Subscribe to this mod's changes

game-save-n-progress is a skill published in the GitHub repository woliveiras/geremmyas (10 stars, last pushed 1mo ago), licensed MIT. It adds 52 tokens to every session and 493 once invoked, about $0.0003 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 2026-08-31.

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