soak-test
Skill8 starsChanged 7 months agoMITView on GitHub
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
We split this skill into the rules it gives an agent
6 rules. 3 are common, 0 are distinctive, and 3 are very specific to this project.
3
Common
Most of the 7 edited versions we read keep these.
0
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Common: line 31
After fixing a memory or stability issue (regression soak)
- Common: line 32
When extended play has not been formally tracked
- Very specific: line 106
Use stat memory console command at each checkpoint
- Common: line 260
Write only after approval.
- Very specific: line 269
Run /bug-triage sprint after the session to integrate any S1/S2 issues
- Very specific: line 271
If the verdict is FAIL, run /smoke-check again after fixing the issues."
“Common” is measured: kept by at least 6 in 10 of the 7 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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 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 above
2. Load Context
Read:
.claude/docs/technical-preferences.md— engine (for engine-specific memory monitoring guidance), performance budgets (memory ceiling, target FPS)design/gdd/game-concept.md— intended session length (for comparison against soak duration), core loop description- Most recent file in
production/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 from 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:
Godot 4:
- Open Debugger → Monitors tab; track
Memory → Static MemoryandObject Count → Objectsacross checkpoints - Record: Static Memory (KB), 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)
- Note:
Performance.get_monitor(Performance.MEMORY_STATIC)returns bytes in Godot 4.6
Unity:
- Open Memory Profiler (Window → Analysis → Memory Profiler)
- Record: Total Reserved Memory (MB), GC Allocated (MB), Object Count at each checkpoint
- Alert threshold: GC Allocated growing monotonically across 3+ checkpoints
Unreal Engine:
- Use
stat memoryconsole command at each checkpoint - Record: Physical Memory Used (MB), Physical Memory Available
- Alert threshold: Physical Memory Used growth > 50MB over the full soak
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
# 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
- [ ] 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 / FAIL
**PASS**: No leaks detected, stability maintained, fun factor consistent
**PASS WITH CONCERNS**: Minor drift or fatigue noted; addressable in Polish
**FAIL**: Memory leak confirmed, stability breach, or severe fun fatigue
---
## 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:
- Open the file and follow the Pre-Session Setup checklist
- Record each checkpoint as you play
- Complete the Post-Session Analysis section when done
- File bugs from 'Issues Found' to
production/qa/bugs/ - Run
/bug-triage sprintafter 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
allfocus — 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
Other versions8 projects use a version of this.
Word for word · 1
- dawn840705/claude-code-studios★ 1100% same
Edited · 6
- Donchitos/Claude-Code-Game-Studios★ 27k62% same
- striderZA/OpenCodeGameStudios★ 93100% same
- dawn840705/codex-code-studios★ 1799% same
- hongyuanc/codex-game-studios★ 589% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 199% same
- venus2099/codex-game-studios★ 160% same
Wrote their own version · 1
- cenconq25/claude-code-app-studio★ 40same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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- CCGS Skill Testing Framework/CLAUDE.mdCLAUDE.md
- CLAUDE.mdCLAUDE.md
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