Agent skill

Soak Test Protocol

by Donchitos in Donchitos/Claude-Code-Game-Studios

Generates the observation protocol and analysis harness for an extended play session that hunts slow memory leaks, performance drift and late-appearing bugs.

MITAuto-check passedTesting & QA

Install Soak Test Protocol

skills CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill soak-test -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Donchitos/Claude-Code-Game-Studios soak-test --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
soak-test
GitHub stars
26k
Token cost
~3.3k tokens
SKILL.md length
1,169 words
Files
1
Skills in repo
73
Repo updated
First seen
Licence
MIT

At a glance

Generates the observation protocol and analysis harness for an extended play session that hunts slow memory leaks, performance drift and late-appearing bugs.

  • Works in 6 steps: Parse Arguments → Load Context → Define Observation Checkpoints → …
  • Preparing a long play session to catch memory leaks before release
  • SKILL.md covers 1. Parse Arguments, 2. Load Context, 3. Define Observation… and 4. Generate the Soak Test…, plus 3 more sections
  • Calls bash

What it does

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.

When your agent uses it

  • 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

Example prompts

  • “Create a 2h soak test protocol focused on memory for the Polish phase.”
  • “Set up a four-hour soak for our RPG and cover memory, stability and balance.”
  • “Generate a 30m soak test for the new loading screen scene.”

Requirements

  • Engine name and performance budgets in `project.yaml` or the technical preferences doc
  • Pre-approved tools (allowed-tools): Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/soak-test/../../hooks/yaml-helper.sh" resolve_config *)

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. Parse Arguments
  2. Load Context
  3. Define Observation Checkpoints
  4. Generate the Soak Test Protocol
  5. Generate the Protocol Document
  6. Write Output

What it can do on your machine

Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep
    • Write
    • Bash(bash "*/.claude/skills/soak-test/../../hooks/yaml-helper.sh" resolve_config *)

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • bash

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~31
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 1,169 words, ~3,284 tokens.

Download SKILL.mdSave it as .claude/skills/soak-test/SKILL.md (or your agent's skills folder).
name
soak-test
description
Soak test protocol for extended play — what to observe and log for slow leaks, fatigue, late-appearing edge cases.
allowed-tools
Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/soak-test/../../hooks/yaml-helper.sh" resolve_config *)
argument-hint
[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]
user-invocable
true
model
sonnet

!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).

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:

  • 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.md
  • design/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)
  • Most recent file in production/qa/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)

Note any performance budget targets (performance.* from project.yaml, else .claude/docs/technical-preferences.md):

  • Memory ceiling: [N MB, or "not set"]
  • Target FPS: [N, or "not set"]
  • Frame budget: [N ms, or "not set"]

3. Define Observation Checkpoints

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.


4. Generate the Soak Test Protocol

Memory / Stability observation items (if focus = memory or all)

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 from docs/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's stat 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:

  • Open Debugger → Monitors tab; track Memory → Static Memory and Object Count → Objects across checkpoints
  • Record: Static Memory (unit as displayed), Object Count, Orphan Nodes count
  • Alert threshold: Memory growth > 20% from T+0 after the first 15 minutes (some growth on load is expected; sustained growth indicates a leak)
  • Orphan Nodes is the one absolute number worth watching: it should return to its T+0 value after a scene unload. A ratio hides that; a non-zero floor that keeps rising is a leak regardless of units
Show full SKILL.md (389 more words)Show less

Unity:

  • Open Memory Profiler (Window → Analysis → Memory Profiler)
  • Record: Total Reserved Memory, GC Allocated, Object Count at each checkpoint (units as displayed)
  • Alert threshold: GC Allocated growing monotonically across 3+ checkpoints — a monotonicity check, deliberately unit-free

Unreal Engine:

  • Use stat memory console command at each checkpoint
  • Record: Physical Memory Used, Physical Memory Available (units as displayed)
  • Alert threshold: Physical Memory Used growth > 20% over the full soak, measured against this run's T+0. The previous threshold was an absolute "> 50MB", which silently assumes both the unit and a project scale — 50MB is a rounding error for one game and a catastrophe for another
Stability observation items (if focus = stability or all)

At each checkpoint, note:

  • No crash, hang, or freeze occurred since last checkpoint
  • Frame rate still within target budget ([target FPS] fps)
  • Audio still playing correctly (no desync or silence)
  • All HUD elements still rendering correctly
  • Input responding as expected (no input loss or lag spike)
Balance / fatigue observation items (if focus = balance or all)

Collect subjective observations at each checkpoint:

  • Core mechanic still feels rewarding (Y/N)
  • Perceived difficulty level: [too easy / appropriate / too hard]
  • Any "I've seen this before" moments since last checkpoint? (novel content exhaustion)
  • Any moment of frustration since last checkpoint? Note cause.
  • Any moment of peak engagement since last checkpoint? Note cause.

5. Generate the Protocol Document

markdown
# 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]

6. Write Output

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:

  1. Open the file and follow the Pre-Session Setup checklist
  2. Record each checkpoint as you play
  3. Complete the Post-Session Analysis section when done
  4. File bugs from 'Issues Found' to production/qa/bugs/
  5. Run /bug-triage sprint after the session to integrate any S1/S2 issues

If the verdict is FAIL, run /smoke-check again after fixing the issues."


Collaborative Protocol

  • This skill generates a protocol — humans run it — never attempt to run a soak test automatically. The observations require a human observer.
  • Duration should match the game's session design — a 5-minute game doesn't need a 4h soak; a city-builder might. Use judgment and ask if unclear.
  • First soak should be all focus — narrow focus (memory-only) is for regression soaks after a specific fix, not the first pass
  • Ask before writing — always confirm before creating the protocol file

© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/soak-test of Donchitos/Claude-Code-Game-Studios.

Open the folder on GitHubat commit b21fa0f

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Questions about Soak Test Protocol

What does Soak Test Protocol do?

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.

When should I use Soak Test Protocol?

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.

How do I install Soak Test Protocol in Claude Code?

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.

How do I install Soak Test Protocol in Codex?

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.

Can I use Soak Test Protocol in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Soak Test Protocol need to run?

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 *).

Does Soak Test Protocol access the network?

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.

Is Soak Test Protocol safe to install?

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.

What licence does Soak Test Protocol use?

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.

How many tokens does Soak Test Protocol use?

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.

What are the alternatives to Soak Test Protocol?

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.

Who maintains Soak Test Protocol?

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.