
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.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill save-systems- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads save-systems automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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
versioninteger. 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)
# 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
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
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
versionfrom 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:
version3 loads as3.0, somigrations.has(data["version"])is false and integers above 2^53 (64-bit IDs, big seeds) lose digits. Convert withint()on load, store IDs as strings, or wrap the state inJSON.from_native()/JSON.to_native(), which round-tripint,Vector2and other engine types exactly. - Loading objects from save files. Godot
str_to_var/get_varwith objects allowed, aConfigFilethat stores objects, orResourceLoaderon a.tresthe 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.
FAQ
What does the save-systems skill 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. 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.
How do I install save-systems?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill save-systems in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/save-systems/ (personal) or .claude/skills/save-systems/ (project).
Which AI agents can use save-systems?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is save-systems safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains save-systems?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 7,714 recorded installs.
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