save-systems
gamedev-skills/awesome-gamedev-agent-skills
Design crash-safe, versioned save/load for game state across sessions and patches.
What is save-systems?
Save systems handle serializing and restoring game state—player progress, inventory, world flags—across restarts and game updates. Use this skill to choose what to persist, implement atomic writes that survive crashes, version your save schema, and migrate old saves when you ship patches.
- Serialize game state as plain data (not engine objects) and reconstruct on load
- Write saves atomically using temp files and rename to prevent corruption on crash or power loss
- Version save schemas and apply migrations when game code or content changes
- Implement save slots, quicksave, and throttled autosave on safe boundaries
- Validate saves on load and fall back to backups if parsing fails
- Store seeds for procedural content instead of serializing entire worlds
How to install save-systems
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill save-systemsHow to use save-systems
- 1.Identify what state is authoritative (data, not live engine objects) and design a data structure to capture it
- 2.Add a `version` integer field to every save and define a migration function for each version bump
- 3.Choose a serialization format (JSON for readability, binary for size/speed) and implement atomic write (temp file + rename)
- 4.Implement load logic: parse → check version → apply migrations in order → validate → instantiate objects
- 5.Set up separate save slots (e.g., `save_0.json`, `save_1.json`) and a dedicated autosave file
- 6.Trigger autosave on safe boundaries (level change, checkpoint) with throttling, and test by saving, quitting, relaunching, and verifying state
Use cases
- Persisting player stats, inventory, positions, and world flags across game sessions
- Recovering from a crash mid-save without corrupting the player's progress file
- Loading a save made in version 1.0 after shipping version 1.2 with new inventory fields
- Implementing separate manual save slots and autosave so autosave doesn't overwrite manual saves
- Debugging save corruption by inspecting JSON or binary format and applying migrations
- Game developers designing progression and state persistence
- Engine-agnostic teams (works with Godot, Unity, custom engines, etc.)
- Solo and team projects shipping patches and content updates
save-systems FAQ
No. Serialize only plain data (numbers, strings, arrays, dicts). Reconstruct engine objects on load. Serializing live references ties saves to scene structure; renaming a node breaks every old save.
Use atomic writes: serialize to a temp file, flush to disk, then rename over the target. On POSIX this is atomic; on Windows, also keep a `.bak` backup before rename so you can recover if the write fails.
Stamp every save with a `version` integer. On load, check the version and apply a chain of migrations (v1→v2, v2→v3, etc.) to bring old saves up to the current schema before validating and loading.
No. Use a separate autosave file (e.g., `autosave.json`) distinct from manual slots. Trigger autosave only on safe boundaries (level transitions, checkpoints), not mid-action, and throttle it (e.g., once per minute).
Validate on load: check required keys, value ranges, and data types. If parsing fails, fall back to a backup copy. Never trust a save blindly; always have a recovery path.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
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
- 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)
# 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
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.
- 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.
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.
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