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save-systems — Claude Code skill: save/load design

A skill for designing game save/load: what to serialize, how to write the file so a crash cannot corrupt it, and how to read old saves after a patch.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill save-systems -a claude-code
Open on GitHub

What save-systems does

The skill treats a save as a snapshot of game state that outlives a restart. What goes in is data: health, positions, inventory, world flags, the world seed. Engine objects and node references stay out, because they get rebuilt on load.

The workflow runs in steps. Every file carries an integer version field. Start with JSON, since you can read it in a debugger. Writes go to a temp file that is renamed over the real one, so a crash leaves the old save or the new one. Loading reads the version, applies migrations one at a time, then validates required keys. Autosave fires on checkpoints and lands in its own file so a manual slot survives. The examples are GDScript for Godot 4.7 and Python.

Platform edges are spelled out plainly: on Windows Godot's rename_absolute deletes the target before moving, and close() never calls fsync. A power cut can still eat the newest file. That is a reason to check the returned Error and keep a .bak around. The skill also names what it is not for: Roblox cloud persistence belongs to roblox-datastores, while the data model behind a save belongs to godot-resources or unity-scriptableobjects.

What it helps with

  • design a save format that survives the next content patch
  • write the save atomically so a crash cannot leave a truncated file
  • add save slots, quicksave and an autosave that spares manual slots
  • chain schema migrations from one version to the next
  • fix loading after scene nodes get renamed

Example prompts for the agent

  • Design a save system for my Godot game: slots, autosave on checkpoints, and writes that survive a crash.
  • Players' old saves break after the patch — add a version field and step-by-step migrations.
  • The save file sometimes fails to parse. Check save_atomic and the .bak fallback.

How to install save-systems

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill save-systems -a claude-code

2Manually: put the files in place

~/.claude/skills/save-systems/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/save-systems/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about save-systems

How do I install save-systems in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill save-systems -a claude-code. The skill lands at ~/.claude/skills/save-systems/SKILL.md.

What does save-systems do?

It covers game state persistence end to end: which data to serialize, file format choice, atomic writes, save slots and autosave, plus schema versioning and migration.

Which engines does it work with?

The skill is engine-neutral, and its code samples are GDScript for Godot 4.7 and Python. For Roblox cloud persistence it points you to roblox-datastores instead.

Source text

SKILL.md · Apache-2.0
---
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.
---

# 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
# Godot 4.7. Write a temp file, keep the previous save as .bak, then rename.
func save_atomic(path: String, data: Dictionary) -> Error:
    var tmp := path + ".tmp"
    var f := FileAccess.open(tmp, FileAccess.WRITE)
    if f == null:
        return FileAccess.get_open_error()       # disk full, read-only, no permission...
    if not f.store_string(JSON.stringify(data)):
        return ERR_FILE_CANT_WRITE
    f.close()                                    # flushes Godot's buffer to the OS
    if FileAccess.file_exists(path):
        DirAccess.rename_absolute(path, path + ".bak")   # keep the last good save
    return DirAccess.rename_absolute(tmp, path)

func load_save(path: String) -> Dictionary:      # empty = nothing loadable
    for p in [path, path + ".bak"]:              # .bak covers a crash between renames
        if FileAccess.file_exists(p):
            var data = JSON.parse_string(FileAccess.get_file_as_string(p))
            if data is Dictionary and data.has("version"):
                data["version"] = int(data["version"])   # JSON numbers load as float
                return data
    return {}
# WRONG: opening `path` directly and writing in place — a crash mid-write leaves a
# truncated, unloadable save and destroys the player's progress.
```

A crash now leaves the old save, the new one, or (between the two renames) only
the `.bak` — which the loader tries next. Two limits to know: `rename()` replaces
the target atomically on POSIX (same volume), but Godot's Windows `rename_absolute`
deletes the target and then moves, so that platform relies on the `.bak` too; and
neither `flush()` nor `close()` calls `fsync`, so a power cut right after a save
can still lose the newest file. Check the returned `Error` and tell the player
when a save fails instead of carrying on.

### 3. Versioned load with migration

```python
SAVE_VERSION = 3

def load_save(raw_bytes):
    data = parse(raw_bytes)                  # JSON/binary -> dict
    v = int(data.get("version", 1))          # no field = the first shipped schema
    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
def migrate_2_to_3(d):
    d.setdefault("difficulty", "normal")      # new field: old saves get the default
    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.
- **Godot JSON turns every number into a float**: `version` 3 loads as `3.0`,
  so `migrations.has(data["version"])` is false and integers above 2^53 (64-bit
  IDs, big seeds) lose digits. Convert with `int()` on load, store IDs as
  strings, or wrap the state in `JSON.from_native()` / `JSON.to_native()`, which
  round-trip `int`, `Vector2` and other engine types exactly.
- **Loading objects from save files.** Godot `str_to_var`/`get_var` with objects
  allowed, a `ConfigFile` that stores objects, or `ResourceLoader` on a `.tres`
  the player can swap will instantiate an object with a script attached, and that
  script runs during the load. Saves get shared online; keep them plain data.
- **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), a
  load-time validation checklist, and where saves live per engine plus Steam
  Cloud setup.

## Related skills

- `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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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