Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building.

Apache-2.0Auto-check passedGame Development

Install Survival Crafting

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a claude-code

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

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills survival-crafting --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/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/genres/survival-crafting .claude/skills/survival-crafting && 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
survival-crafting
GitHub stars
1.4k
Token cost
~1.8k tokens
SKILL.md length
611 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building.

  • Works in 3 steps: Needs decay with graded consequences → Crafting: validate, then atomically… → Gathering gated by tool tier
  • Crafting/base-building game
  • SKILL.md covers When to use, Core loop, Must-have systems and Design knobs, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Survival Crafting is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/needs-and-crafting.md`).

It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Crafting/base-building game
  • Tasks that involve Game development

Example prompts

  • “/survival-crafting”

Requirements

  • Python 3

Workflow steps

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

  1. Needs decay with graded consequences
  2. Crafting: validate, then atomically consume inputs
  3. Gathering gated by tool tier

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    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

Survival Crafting loads about 1.8k tokens when it runs, and up to ~3.1k if it reads all its reference files. Until then it costs about 53 tokens; SKILL.md has 611 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~53
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.1k

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 gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 611 words, ~1,836 tokens.

Download SKILL.mdSave it as .claude/skills/survival-crafting/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
survival-crafting
description
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.

Survival Crafting

A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a compositional skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.

When to use

  • Use when the player gathers resources, crafts items/structures, manages survival needs, and builds a base against escalating threats: survival sandbox, crafting/base-building game.
  • Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops, or base placement/building.

When not to use: crafting as a minor RPG feature → rpg. Permadeath grid dungeon → roguelike. For inventory/items as data assets, use godot-resources / unity-scriptableobjects; for world generation, procedural-gen.

Core loop

Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier. Each loop should unlock the next loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.

Must-have systems

  1. Resource nodes + gathering — harvestable world objects; tool requirements/tiers; respawn.
  2. Inventory — stacks, capacity (slots or weight), drop/transfer, hotbar.
  3. Crafting — recipes (inputs → output), a crafting station/tech gate, a tech tree.
  4. Survival needs — hunger, thirst, temperature, stamina, health, with decay + consequences.
  5. Base building — placeable structures, a build grid/snapping, storage, crafting stations.
  6. World + day/night — biomes/resources (often procedural); a time cycle driving threats.
  7. Threats — hostile creatures/weather/events that escalate; combat or avoidance.
  8. Save/load — world state, inventory, base, needs, progression; large-world persistence.

Design knobs

KnobEffectNotes
Needs decay ratespressure cadenceSlow enough to explore, fast enough to matter.
Need-failure consequencestakesDamage over time, not instant death.
Resource scarcity / respawnexploration pushScarce near base → travel for more.
Tool tiers / gatingprogression ladderBetter tool → new node types.
Recipe complexity / tech depthlong-term goalsMulti-step chains, not flat lists.
Inventory limit (slots/weight)logistics tensionForces base trips and storage.
Threat escalation curvedifficulty over timeNight/seasonal/event ramps.
Day lengthrhythmDay = gather, night = defend.

Patterns

1. Needs decay with graded consequences
python
# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
    p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
    p.thirst = max(0, p.thirst - THIRST_RATE * dt)
    p.temp   = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)

    # Consequences are graded, not binary: warnings, then attrition — never instant death.
    if p.hunger == 0 or p.thirst == 0:
        p.hp -= STARVE_DAMAGE * dt          # damage over time creates urgency with recovery room
    if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
        p.hp -= EXPOSURE_DAMAGE * dt
    if p.hunger > 0 and p.thirst > 0 and not exposed(p):
        p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt)   # safe + fed => heal
2. Crafting: validate, then atomically consume inputs
python
# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
          "inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
          "station": "workbench", "requires_tech": "basic_tools"}

def can_craft(recipe, inv, tech, station):
    if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
    if recipe.get("station") and recipe["station"] != station: return False
    return all(inv.count(item) >= n for item, n in recipe["inputs"].items())

def craft(recipe, inv, tech, station):
    if not can_craft(recipe, inv, tech, station): return False
    for item, n in recipe["inputs"].items(): inv.remove(item, n)   # consume all, then add
    inv.add(*recipe["output"])                                     # atomic: no partial craft
    return True
3. Gathering gated by tool tier
python
# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
    if tool.tier < node.required_tier:
        return notify("Need a better tool")        # e.g. stone node needs a pickaxe, not fists
    node.hp -= tool.power
    if node.hp <= 0:
        spawn_drops(node.drop_table)               # weighted drops (see roguelike loot pattern)
        node.start_respawn(node.respawn_time)      # node returns later; world isn't depleted forever
Show full SKILL.md (245 more words)Show less

Pitfalls / failure modes

  • Needs that kill instantly → frustration and save-scumming. Make failure damage over time, with clear warnings and a recovery path (Pattern 1).
  • Grind without a ladder → gathering that never unlocks new gathering. Each tier must open the next (better tool → new node → new resource → better craft).
  • Non-atomic crafting → inputs consumed but output not granted on an edge case. Validate first, then consume-and-add as one step (Pattern 2).
  • Inventory with no limits → no logistics tension and no reason for a base/storage. Cap by slots or weight.
  • Permanently depleting the world → players strip the map and quit. Respawn nodes or regenerate resources over time.
  • Per-frame decay unscaled by dt → needs drain at different speeds on different hardware. Scale by dt.
  • No save / fragile save of a large world → a crash wipes hours. Persist world+base+needs incrementally; version it (see save-systems).
  • Flat threat curve → no late-game pressure. Escalate via night/season/event tiers.

Composition (build it from these skills)

  • Items/recipes as data: godot-resources / unity-scriptableobjects — items, recipes, tech tree, drop tables.
  • World: procedural-gen for biomes/resource placement; level-design for authored areas.
  • Persistence: save-systems for large-world state, base, inventory, needs, and versioning.
  • Threats: game-ai for creatures; the engine physics skill for melee/collision.
  • Building/placement: godot-tilemap / unity-tilemap-2d (2D) or godot-3d-essentials (3D) plus UI snapping.
  • UI: game-ui-ux for inventory/crafting/HUD layout and scaling; godot-ui-control for the concrete inventory, crafting menu, needs HUD, and build mode.

References

  • For the full needs model and thresholds, the crafting tech-tree graph, gather/respawn tuning, base-building grids, and threat escalation, read references/needs-and-crafting.md.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/genres/survival-crafting of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/needs-and-crafting.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Survival Crafting 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.

Survival Crafting compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Survival Crafting this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.8kAutomated safety check: PassApache-2.0
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Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Survival Crafting

What does Survival Crafting do?

Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Survival Crafting is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building.

When should I use Survival Crafting?

Survival Crafting fits situations like: crafting/base-building game; tasks that involve Game development.

How do I install Survival Crafting in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a claude-code`. Or copy the skill folder (skills/genres/survival-crafting in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/survival-crafting in your project. Claude Code loads it when a task matches its description.

How do I install Survival Crafting in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a codex`. Or copy the skill folder (skills/genres/survival-crafting in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/survival-crafting in your project. Codex loads it when a task matches its description.

Can I use Survival Crafting 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 gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/survival-crafting, .gemini/skills/survival-crafting, .github/skills/survival-crafting and .opencode/skills/survival-crafting in your project.

What does Survival Crafting need to run?

SKILL.md names no scripts, command-line tools or credentials: Survival Crafting is instructions for the agent only. Our summary lists: Python 3.

Does Survival Crafting 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 Survival Crafting 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 Survival Crafting use?

Survival Crafting is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Survival Crafting use?

About 1.8k tokens (SKILL.md is roughly 7.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.3k tokens, read only when the agent opens those files.

What are the alternatives to Survival Crafting?

Skills that share tags, products or a category with Survival Crafting: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Survival Crafting?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.