mcpbeat

Save Systems

gamedev-skills/save-systems

> 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.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill save-systems

The instruction itself

11 sections, as written by the author

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

  • 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.

  • Define a versioned schema. Every save embeds a version integer. This is

the single most important field for a game you intend to patch.

  • Pick a format. JSON/text for readability and debuggability; a binary

format for size/speed or mild tamper-resistance. Start with JSON.

  • 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.

  • Load defensively. Read version → migrate up to current → validate →

instantiate. Keep a backup of the last good save and fall back on parse error.

  • Autosave on safe boundaries (level change, checkpoint), throttled, and to a

separate slot so it can't clobber a manual save.

  • 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)

# 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)

# 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.

3. Versioned load with migration

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

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.

How to use it

Copy the folder

Take gamedev-skills/save-systems from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.