PlotJuggler Live Verification
PlotJuggler/PlotJuggler
Confirms that a change to PlotJuggler 4 really works in the running app by proving the rebuild, launching with real data and measuring the result.
Generates the observation protocol and analysis harness for an extended play session that hunts slow memory leaks, performance drift and late-appearing bugs.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios soak-test --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/soak-test .claude/skills/soak-test && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "soak-test" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/soak-test into .claude/skills/soak-test/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "soak-test", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/soak-testType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios soak-test --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/soak-test .agents/skills/soak-test && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "soak-test" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/soak-test into .agents/skills/soak-test/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "soak-test", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios soak-test --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/soak-test .cursor/skills/soak-test && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "soak-test" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/soak-test into .cursor/skills/soak-test/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "soak-test", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/soak-test--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios soak-test --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/soak-test .gemini/skills/soak-test && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "soak-test" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/soak-test into .gemini/skills/soak-test/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "soak-test", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios soak-testInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/soak-test .github/skills/soak-test && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "soak-test" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/soak-test into .github/skills/soak-test/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "soak-test", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios soak-test --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/soak-test .opencode/skills/soak-test && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "soak-test" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/soak-test into .opencode/skills/soak-test/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "soak-test", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
soak-testGenerates the observation protocol and analysis harness for an extended play session that hunts slow memory leaks, performance drift and late-appearing bugs.
A soak test is a long play session, from 30 minutes to several hours, aimed at problems a short check misses: heap growth after scene transitions, frame times that degrade, bugs that show up only after many repetitions of a mechanic, mechanics that grow tiresome and running out of new content. The skill produces the protocol and the analysis harness, and a person does the actual playing.
You choose a duration of 30m, 1h (the default), 2h or 4h and a focus of memory, stability, balance or all. The skill reads the engine name and the performance budgets, memory ceiling and target frame rate, from `project.yaml`, falling back to the technical preferences doc, and writes a dated report under `production/qa/`. It is meant for the Polish phase before the release gate check, after memory or stability fixes, and whenever extended play has not been tracked.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteBash(bash "*/.claude/skills/soak-test/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Soak Test Protocol loads about 3.3k tokens when it runs. Until then it costs about 31 tokens; SKILL.md has 1,169 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 1,169 words, ~3,284 tokens.
.claude/skills/soak-test/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Every AskUserQuestion call and
every file write follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
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:
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:
/gate-check releaseDuration (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 aboveRead:
project.yaml — engine.name (for engine-specific memory monitoring
guidance) and performance.* budgets (memory ceiling, target FPS); for any
key absent or empty (including when project.yaml has no performance or
engine block), fall back to .claude/docs/technical-preferences.mddesign/gdd/game-concept.md — intended session length (for comparison against
soak duration), core loop description (or design/game-brief.md, the one-page
brief that replaces it at rigor: minimal — core loop, and session length only
if its "Who it's for" line states one)production/qa/playtests/ — prior playtest findings
(to avoid re-documenting known issues)production/qa/qa-plan-*.md — current sprint test coverage
(to understand what has been formally tested vs. what the soak covers)Note any performance budget targets (performance.* from project.yaml, else .claude/docs/technical-preferences.md):
Based on duration, generate timed checkpoints:
30m soak: T+0, T+10, T+20, T+30 1h soak: T+0, T+15, T+30, T+45, T+60 2h soak: T+0, T+20, T+40, T+60, T+80, T+100, T+120 4h soak: T+0, T+30, T+60, T+90, T+120, T+180, T+240
At each checkpoint, the observer records the observation items defined in Phase 4.
Engine-specific monitoring guidance.
Record the unit the tool shows; never convert, and never assume one. A soak test looks for growth, so every threshold below is a ratio or a delta against this session's own T+0 baseline — which is unit-agnostic and stays correct however the editor reports the number. Write the unit down at T+0 exactly as displayed and use it consistently for the rest of the run.
This replaces a note asserting the return units of
Performance.get_monitor— NOT SOURCEABLE fromdocs/engine-reference/, the identifier appears nowhere in it — a claim that sat one line under a row asking the tester to record "Static Memory (KB)". A wrong units claim in a leak detector is off by 1024× in the one measurement the protocol exists to take, and it would read as a plausible instruction throughout. Deltas need no such claim, so the safest fix was to stop needing it.
NOT SOURCEABLE — the tool, panel and counter names below are not covered by
docs/engine-reference/: Godot's Debugger → Monitors and its memory counters, Unity's Memory Profiler and its fields, Unreal'sstat memory. Mark them so in the protocol: they are pointers for the tester to confirm in their own editor at T+0, not verified paths. If no memory tool can be found, nothing was measured, and the Verdict section's NOT ASSESSED applies.
Godot 4:
Memory → Static Memory and
Object Count → Objects across checkpointsUnity:
Unreal Engine:
stat memory console command at each checkpointAt each checkpoint, note:
Collect subjective observations at each checkpoint:
# Soak Test Protocol
> **Date**: [date]
> **Duration**: [duration]
> **Focus**: [memory | stability | balance | all]
> **Engine**: [engine]
> **Generated by**: /soak-test
---
## Pre-Session Setup
Before starting the soak:
- [ ] Game is running from a **fresh launch** (not resumed from a prior session)
- [ ] All background applications closed (minimise OS memory interference)
- [ ] Performance monitoring tool open and recording:
- **Godot**: Debugger → Monitors tab → Memory section visible
- **Unity**: Memory Profiler window open
- **Unreal**: `stat memory` ready in console
- Tool actually used, as named in this editor: [record it — the names above
are NOT SOURCEABLE from `docs/engine-reference/`; none found → NOT ASSESSED]
- [ ] Soak target confirmed: [session design intent from game concept]
- [ ] Prior known issues to watch for: [from most recent playtest / qa-plan]
---
## Baseline (T+0) — Record Before Playing
| Metric | Baseline Value |
|--------|---------------|
| Memory / Heap | [record before first frame of gameplay] |
| Object Count | [record] |
| FPS (first 30 seconds) | [record] |
| [Engine-specific metric] | [record] |
---
## Checkpoint Log
### T+[N] minutes
**Memory / Stability** *(if applicable)*:
| Metric | Value | Δ from Baseline | Alert? |
|--------|-------|-----------------|--------|
| Memory / Heap | | | |
| Object Count | | | |
| FPS | | | |
| Crashes / Hangs | | | |
**Stability checks**:
- [ ] No crash or hang since last checkpoint
- [ ] Frame rate within budget ([N] fps target)
- [ ] Audio correct
- [ ] HUD rendering correctly
- [ ] Input responding correctly
**Balance / Fatigue** *(if applicable)*:
- Core mechanic still rewarding: Y / N
- Difficulty perception: too easy / appropriate / too hard
- Notable moments: [note any peak engagement or frustration]
- Content exhaustion signs: Y / N — [describe]
**Free observations**:
*(Note anything unexpected observed since the last checkpoint)*
---
[Repeat Checkpoint Log section for each timed checkpoint]
---
## Post-Session Analysis
### Memory Trend
| Checkpoint | Memory | Δ/hr extrapolated |
|------------|--------|-------------------|
| T+0 | | |
| [T+N] | | |
**Leak detected?** Y / N
**Estimated time to OOM at current rate**: [N hours / not applicable]
### Stability Summary
Total crashes: [N]
Total hangs: [N]
Worst FPS observed: [N] fps at [checkpoint]
Performance degradation: stable / mild / severe
### Balance / Fatigue Summary
Fun curve: [engaged throughout / fatigue onset at T+N / repetitive from start]
Content exhaustion point: [never / at T+N / early]
Difficulty arc: [appropriate / too easy throughout / difficulty spike at T+N]
### Issues Found
| ID | Severity | Checkpoint | Description |
|----|----------|------------|-------------|
| SOAK-001 | S[1-4] | T+[N] | [description] |
---
## Verdict: PASS / PASS WITH CONCERNS / NOT ASSESSED / FAIL
**PASS**: No leaks detected, stability maintained, fun factor consistent
**PASS WITH CONCERNS**: Minor drift or fatigue noted; addressable in Polish
**NOT ASSESSED**: The soak did not run to a length that could show what it looks
for — say how far it got and which checkpoints were never reached
**FAIL**: Memory leak confirmed, stability breach, or severe fun fatigue
> **A short soak cannot return PASS.** Everything this protocol exists to detect
> — slow leaks, fatigue, late-appearing edge cases — is by definition invisible
> early, so a session that ended before the checkpoints it was built around has
> not shown stability; it has shown nothing yet. Record `NOT ASSESSED — reached
> T+[N] of [duration]; checkpoints [list] not reached`. Ranks **above both pass
> values** and **below FAIL**: a crash observed at T+20 is a real finding no
> matter how short the run, and must not be demoted behind the run's length.
> The same applies when the build crashed for reasons unrelated to the soak, when
> no memory instrumentation was available (nothing was measured, so "no leaks
> detected" means "no leaks could have been detected"), or when the protocol was
> written but never executed — a protocol document is not a result.
---
## Sign-Off
- **Tester**: [name] — [date]
- **QA Lead review**: [name] — [date]Present the protocol summary in conversation, then ask:
"May I write this soak test protocol to
production/qa/soak-test-[date]-[duration].md?"
Write only after approval.
After writing:
"Protocol written. To run the soak:
production/qa/bugs//bug-triage sprint after the session to integrate any S1/S2 issuesIf the verdict is FAIL, run /smoke-check again after fixing the issues."
all focus — narrow focus (memory-only) is for
regression soaks after a specific fix, not the first pass© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/soak-test of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Soak Test Protocol next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Soak Test Protocol this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~3.3k | Automated safety check: Pass | MIT | |
| PlotJuggler Live VerificationPlotJuggler/PlotJuggler | 6.2k | — | ~956 | Automated safety check: Pass | MPL-2.0 | |
| Issue Fixmono/SkiaSharp | 5.6k | — | ~5.1k | Automated safety check: Pass | MIT | |
| Moai Workflow Testingmodu-ai/moai-adk | 1.2k | — | ~2.7k | Automated safety check: Pass | Apache-2.0 | |
| AppsFlyer Event ValidationAppsFlyerSDK/appsflyer-unity-plugin | 178 | — | ~332 | Automated safety check: Pass | MIT | |
| PingIvanMurzak/Unity-MCP | 4.4k | 1 repos | ~403 | Automated safety check: Pass | Apache-2.0 |
PlotJuggler/PlotJuggler
Confirms that a change to PlotJuggler 4 really works in the running app by proving the rebuild, launching with real data and measuring the result.
mono/SkiaSharp
Fix bugs in SkiaSharp C bindings. An agent skill from mono/SkiaSharp.
modu-ai/moai-adk
A skill your agent uses when writing tests, measuring coverage, or running characterization, performance, or PR-review QA.
AppsFlyerSDK/appsflyer-unity-plugin
Checks whether the AppsFlyer events and callbacks expected in a Unity app scenario actually fired, using logs, callback payloads and test evidence.
IvanMurzak/Unity-MCP
Lightweight readiness probe. An agent skill from IvanMurzak/Unity-MCP.
nirholas/three.ws
Test a playable browser game end to end with deterministic fixtures and real browser evidence.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Generates the observation protocol and analysis harness for an extended play session that hunts slow memory leaks, performance drift and late-appearing bugs. A soak test is a long play session, from 30 minutes to several hours, aimed at problems a short check misses: heap growth after scene transitions, frame times that degrade, bugs that show up only after many repetitions of a mechanic, mechanics that grow tiresome and running out of new content. The skill produces the protocol and the analysis harness, and a person does the actual playing.
Soak Test Protocol fits situations like: preparing a long play session to catch memory leaks before release; verifying a memory or stability fix with a regression soak; checking whether a mechanic gets repetitive during extended play; logging what testers should watch for during a multi-hour session.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a claude-code`. Or copy the skill folder (.claude/skills/soak-test in Donchitos/Claude-Code-Game-Studios) into .claude/skills/soak-test in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a codex`. Or copy the skill folder (.claude/skills/soak-test in Donchitos/Claude-Code-Game-Studios) into .agents/skills/soak-test in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/soak-test, .gemini/skills/soak-test, .github/skills/soak-test and .opencode/skills/soak-test in your project.
Going by SKILL.md and its folder, Soak Test Protocol needs the command-line tools its instructions call (bash). Our summary lists: Engine name and performance budgets in `project.yaml` or the technical preferences doc. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/soak-test/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Soak Test Protocol is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.3k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Soak Test Protocol: PlotJuggler Live Verification (PlotJuggler/PlotJuggler, 6.2k stars), Issue Fix (mono/SkiaSharp, 5.6k stars), Moai Workflow Testing (modu-ai/moai-adk, 1.2k stars) and AppsFlyer Event Validation (AppsFlyerSDK/appsflyer-unity-plugin, 178 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,871 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.