Agent skill

Save Systems

by ukanwat in ukanwat/overtime

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.

Apache-2.0Auto-check passedGame Development

Install Save Systems

skills CLI
$ npx skills add ukanwat/overtime --skill save-systems -a claude-code

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

GitHub CLI
$ gh skill install ukanwat/overtime save-systems --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/save-systems .claude/skills/save-systems && 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
save-systems
GitHub stars
387
Used in
1 other repo
Token cost
~1.9k tokens
SKILL.md length
581 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.

  • Works in 4 steps: Serialize state as plain data (not… → Atomic, crash-safe write (temp + rename) → Versioned load with migration → …
  • The user mentions save system
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Save Systems is an agent skill from ukanwat/overtime. Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/versioning-and-migration.md`). Compatibility notes: Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores.

It sits in Game Development, covering Agent memory. It works with Godot. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.

When your agent uses it

  • The user mentions save system
  • Game state persistence
  • Save file corruption
  • Migrating old saves to a new version

Example prompts

  • “/save-systems”

Requirements

  • Python 3
  • Compatibility (from SKILL.md): Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores.

Workflow steps

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

  1. Serialize state as plain data (not engine objects)
  2. Atomic, crash-safe write (temp + rename)
  3. Versioned load with migration
  4. Save slots + throttled autosave

What it can do on your machine

Read from SKILL.md and the folder at commit fc215d4. 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 gdscript and 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.

  • Compatibility

    Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores.

    From compatibility in the SKILL.md frontmatter.

Context cost

Save Systems loads about 1.9k tokens when it runs, and up to ~2.9k if it reads all its reference files. Until then it costs about 87 tokens; SKILL.md has 581 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~87
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.9k

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 ukanwat/overtime at commit fc215d4, republished under its Apache-2.0 licence (© ukanwat). 581 words, ~1,891 tokens.

Download SKILL.mdSave it as .claude/skills/save-systems/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
save-systems
description
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
compatibility
Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores.
license
Apache-2.0
metadata.engine
none
metadata.category
disciplines
metadata.difficulty
intermediate

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.

Patterns

1. Serialize state as plain data (not engine objects)
gdscript
# Build a dictionary of pure data. Each savable object reports its own state.
func capture_state() -> Dictionary:
    return {
        "version": SAVE_VERSION,                 # ALWAYS stamp the schema version
        "player": { "hp": player.hp, "pos": [player.position.x, player.position.y] },
        "inventory": player.inventory.to_array(),  # ids + counts, not Item nodes
        "flags": world.flags,                    # e.g. {"met_guard": true}
        "seed": world.seed,                      # regenerate procedural content
    }

# On load, RECONSTRUCT objects from the data — do not expect live references back.
func apply_state(data: Dictionary) -> void:
    player.hp = data["player"]["hp"]
    player.position = Vector2(data["player"]["pos"][0], data["player"]["pos"][1])
    player.inventory.from_array(data["inventory"])
    world.flags = data["flags"]
2. Atomic, crash-safe write (temp + rename)
gdscript
# RIGHT: write to a temp file, then atomically rename over the target.
func save_atomic(path: String, data: Dictionary) -> void:
    var tmp := path + ".tmp"
    var f := FileAccess.open(tmp, FileAccess.WRITE)
    f.store_string(JSON.stringify(data))
    f.flush()                                    # ensure bytes hit disk
    f.close()
    DirAccess.rename_absolute(tmp, path)         # replaces the target; atomic on POSIX
# WRONG: opening `path` directly and writing in place — a crash mid-write leaves a
# truncated, unloadable save and destroys the player's progress.

Rename-over-target is atomic on POSIX (same volume); on Windows a replace-by-rename isn't guaranteed atomic, so keep the previous file as path + ".bak" before the rename — that backup is what actually guarantees you can recover from a bad write.

Show full SKILL.md (216 more words)Show less
3. Versioned load with migration
python
SAVE_VERSION = 3

def load_save(raw_bytes):
    data = parse(raw_bytes)                  # JSON/binary -> dict
    v = data.get("version", 0)
    if v > SAVE_VERSION:
        raise NewerSaveError(v)              # save is from a newer build; refuse
    while v < SAVE_VERSION:                   # apply migrations in order, v -> v+1
        data = MIGRATIONS[v](data)
        v += 1
        data["version"] = v
    validate(data)                            # check required keys / ranges
    return data

# Each migration is a pure function from one version's shape to the next.
def migrate_1_to_2(d):
    d["flags"] = {k: True for k in d.pop("completed_quests", [])}  # list -> set-map
    return d
MIGRATIONS = {1: migrate_1_to_2, 2: migrate_2_to_3}
4. Save slots + throttled autosave
gdscript
const SLOT_PATH := "user://save_%d.json"      # manual slots 0..N
const AUTOSAVE_PATH := "user://autosave.json"  # separate file: never clobbers a slot
var _autosave_cooldown := 0.0

func autosave_if_due(dt: float) -> void:
    _autosave_cooldown -= dt
    if _autosave_cooldown <= 0.0:
        save_atomic(AUTOSAVE_PATH, capture_state())
        _autosave_cooldown = 60.0             # throttle: at most once a minute
# Trigger an immediate autosave on checkpoints/level transitions, not mid-combat.

Pitfalls

  • Serializing engine objects/node paths ties saves to scene structure; renaming a node breaks every old save. Save data, rebuild objects on load.
  • No version field. The day you ship a patch, every existing save is a guessing game. Stamp version from version 1.
  • In-place writes corrupt saves on crash/power loss. Always temp-write then rename; keep a .bak.
  • Trusting the file blindly. Saves get truncated, hand-edited, or cloud-synced stale. Validate on load and fall back to backup on failure.
  • Floats and locale. Text serializers can drop precision or use comma decimal separators in some locales. Use a locale-invariant serializer.
  • Autosave clobbering manual saves, or firing mid-action and saving an inconsistent state. Use a dedicated autosave slot and save on safe boundaries.
  • Storing secrets or trusting client saves in multiplayer. A local save is player-controlled; never treat it as authoritative for online state. For cloud, handle the device's data limits and conflicts (roblox-datastores).

References

  • references/versioning-and-migration.md — schema evolution strategies, the migration chain, backups/rollback, format trade-offs (JSON vs binary), and a load-time validation checklist.
  • roblox-datastores — cloud persistence, request limits, session locking.
  • godot-resources, unity-scriptableobjects — the data model you serialize.
  • procedural-gen — store the seed to regenerate worlds instead of saving them.
  • rpg, survival-crafting, visual-novel — genres that compose this skill.

© ukanwat, 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 .claude/skills/save-systems of ukanwat/overtime.

  • SKILL.md
  • references/versioning-and-migration.md

Open the folder on GitHubat commit fc215d4

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Save Systems 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.

Save Systems compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Save Systems this skillukanwat/overtime3871 repos~1.9kAutomated safety check: PassApache-2.0
Godot Genre Metroidvaniathedivergentai/GD-Agentic-Skills809—~4kAutomated safety check: PassLGPL-3.0
Godot Genre Open Worldthedivergentai/GD-Agentic-Skills809—~3.7kAutomated safety check: PassLGPL-3.0
Godot Save Load Systemsthedivergentai/GD-Agentic-Skills809—~3.2kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.3k—~2.9kAutomated safety check: PassMIT

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Works with

Questions about Save Systems

What does Save Systems do?

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Save Systems is an agent skill from ukanwat/overtime. Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave.

When should I use Save Systems?

Save Systems fits situations like: the user mentions save system; game state persistence; save file corruption; migrating old saves to a new version.

How do I install Save Systems in Claude Code?

Run `npx skills add ukanwat/overtime --skill save-systems -a claude-code`. Or copy the skill folder (.claude/skills/save-systems in ukanwat/overtime) into .claude/skills/save-systems in your project. Claude Code loads it when a task matches its description.

How do I install Save Systems in Codex?

Run `npx skills add ukanwat/overtime --skill save-systems -a codex`. Or copy the skill folder (.claude/skills/save-systems in ukanwat/overtime) into .agents/skills/save-systems in your project. Codex loads it when a task matches its description.

Can I use Save Systems 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 ukanwat/overtime --skill save-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/save-systems, .gemini/skills/save-systems, .github/skills/save-systems and .opencode/skills/save-systems in your project.

What does Save Systems need to run?

SKILL.md names no scripts, command-line tools or credentials: Save Systems is instructions for the agent only. Our summary lists: Python 3. Compatibility (from SKILL.md): Engine-agnostic. Snippets in GDScript-like / Python pseudocode; pairs with Godot FileAccess/ResourceSaver, Unity serialization, or roblox-datastores..

Does Save Systems 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 Save Systems 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 Save Systems use?

Save Systems is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Save Systems use?

About 1.9k tokens (SKILL.md is roughly 7.6k 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 1k tokens, read only when the agent opens those files.

What are the alternatives to Save Systems?

Skills that share tags, products or a category with Save Systems: Godot Genre Metroidvania (thedivergentai/GD-Agentic-Skills, 809 stars), Godot Genre Open World (thedivergentai/GD-Agentic-Skills, 809 stars), Godot Save Load Systems (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Save Systems?

ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 6, 2026.

Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.