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Audit score 90

survival-crafting

gamedev-skills/awesome-gamedev-agent-skills

Build survival-crafting games with resource gathering, crafting tech trees, base building, and escalating threats.

What is survival-crafting?

A compositional playbook for survival-crafting games that orchestrates the gather → craft → build loop, survival needs (hunger/thirst/temperature), crafting progression, and base building. Use this when designing a survival sandbox or crafting/base-building game where players manage resources, craft items, build structures, and survive escalating threats.

  • Define the core gather → craft → build → manage needs → explore → survive loop with progression ladders
  • Design resource nodes, gathering mechanics, and tool-tier gating to create exploration pressure
  • Implement survival needs (hunger, thirst, temperature, stamina) with graded consequences and decay rates
  • Build crafting systems with recipes, tech trees, and crafting stations that gate progression
  • Create base-building mechanics with placeable structures, build grids, and storage integration
  • Establish threat escalation (creatures, weather, events) tied to day/night cycles and world state

How to install survival-crafting

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting
Claude Code
Cursor
Windsurf
Cline

How to use survival-crafting

  1. 1.Identify your core loop: what resources do players gather, what do they craft, and what do they build?
  2. 2.Define your survival needs (hunger, thirst, temperature, stamina) and set decay rates and damage thresholds
  3. 3.Design your crafting recipes and tech tree as data; specify which recipes require which stations or technologies
  4. 4.Create resource nodes with tool-tier requirements so better tools unlock new gathering opportunities
  5. 5.Implement your base-building grid and placeable structures; tie storage and crafting stations to your inventory system
  6. 6.Set up your world time cycle (day/night or seasons) and tie threat escalation to it
  7. 7.Implement atomic crafting: validate inputs first, then consume and grant output as one operation
  8. 8.Tune respawn times for resource nodes so the world doesn't permanently deplete

Use cases

Good for
  • Design a survival sandbox where players must gather wood and stone, craft tools, build shelter, and manage hunger before nightfall
  • Create a crafting/base-building game where better tools unlock new resource nodes and biomes, forming a progression ladder
  • Implement a time-cycle system where day is for gathering and night brings escalating creature threats
  • Build a base-management loop where inventory limits force players to construct storage and return to their settlement
  • Tune needs decay rates and consequences so survival pressure creates urgency without instant-death frustration
Who it's for
  • Game designers building survival or crafting/base-building games
  • Developers implementing resource management and progression systems
  • Teams designing tech trees and crafting recipes for sandbox games
  • Designers tuning difficulty curves and threat escalation over time

survival-crafting FAQ

When should I use this skill vs. just building an RPG with crafting?

Use survival-crafting when the core loop is gather → craft → build with escalating threats and survival pressure. Use rpg when crafting is a minor feature. Use procedural-gen for world generation and save-systems for large-world persistence.

How do I avoid making needs feel like instant-death frustration?

Implement graded consequences: decay needs over time, warn the player when they're low, and apply damage-over-time rather than instant failure. Always provide a recovery path (eating food, finding shelter, drinking water).

What causes the 'grind without a ladder' pitfall?

When gathering never unlocks new gathering: each tool tier must open new node types or biomes. If players can only gather the same resources forever, progression stalls. Design so better tools → new resources → better crafts → new tools.

Should I make resource nodes respawn or regenerate?

Yes. Permanently depleting the world frustrates players. Use respawn timers (nodes return after a delay) or world regeneration (biomes refresh over time) so exploration remains rewarding.

How do I prevent non-atomic crafting bugs?

Validate all inputs first (check inventory, tech, and station requirements). Only if validation passes, consume inputs and grant output in a single operation. Never consume inputs without guaranteeing output.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: survival-crafting description: > Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.

Survival Crafting

A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a compositional skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.

When to use

  • Use when the player gathers resources, crafts items/structures, manages survival needs, and builds a base against escalating threats: survival sandbox, crafting/base-building game.
  • Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops, or base placement/building.

When not to use: crafting as a minor RPG feature → rpg. Permadeath grid dungeon → roguelike. For inventory/items as data assets, use godot-resources / unity-scriptableobjects; for world generation, procedural-gen.

Core loop

Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier. Each loop should unlock the next loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.

Must-have systems

  1. Resource nodes + gathering — harvestable world objects; tool requirements/tiers; respawn.
  2. Inventory — stacks, capacity (slots or weight), drop/transfer, hotbar.
  3. Crafting — recipes (inputs → output), a crafting station/tech gate, a tech tree.
  4. Survival needs — hunger, thirst, temperature, stamina, health, with decay + consequences.
  5. Base building — placeable structures, a build grid/snapping, storage, crafting stations.
  6. World + day/night — biomes/resources (often procedural); a time cycle driving threats.
  7. Threats — hostile creatures/weather/events that escalate; combat or avoidance.
  8. Save/load — world state, inventory, base, needs, progression; large-world persistence.

Design knobs

KnobEffectNotes
Needs decay ratespressure cadenceSlow enough to explore, fast enough to matter.
Need-failure consequencestakesDamage over time, not instant death.
Resource scarcity / respawnexploration pushScarce near base → travel for more.
Tool tiers / gatingprogression ladderBetter tool → new node types.
Recipe complexity / tech depthlong-term goalsMulti-step chains, not flat lists.
Inventory limit (slots/weight)logistics tensionForces base trips and storage.
Threat escalation curvedifficulty over timeNight/seasonal/event ramps.
Day lengthrhythmDay = gather, night = defend.

Patterns

1. Needs decay with graded consequences

# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
    p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
    p.thirst = max(0, p.thirst - THIRST_RATE * dt)
    p.temp   = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)

    # Consequences are graded, not binary: warnings, then attrition — never instant death.
    if p.hunger == 0 or p.thirst == 0:
        p.hp -= STARVE_DAMAGE * dt          # damage over time creates urgency with recovery room
    if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
        p.hp -= EXPOSURE_DAMAGE * dt
    if p.hunger > 0 and p.thirst > 0 and not exposed(p):
        p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt)   # safe + fed => heal

2. Crafting: validate, then atomically consume inputs

# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
          "inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
          "station": "workbench", "requires_tech": "basic_tools"}

def can_craft(recipe, inv, tech, station):
    if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
    if recipe.get("station") and recipe["station"] != station: return False
    return all(inv.count(item) >= n for item, n in recipe["inputs"].items())

def craft(recipe, inv, tech, station):
    if not can_craft(recipe, inv, tech, station): return False
    for item, n in recipe["inputs"].items(): inv.remove(item, n)   # consume all, then add
    inv.add(*recipe["output"])                                     # atomic: no partial craft
    return True

3. Gathering gated by tool tier

# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
    if tool.tier < node.required_tier:
        return notify("Need a better tool")        # e.g. stone node needs a pickaxe, not fists
    node.hp -= tool.power
    if node.hp <= 0:
        spawn_drops(node.drop_table)               # weighted drops (see roguelike loot pattern)
        node.start_respawn(node.respawn_time)      # node returns later; world isn't depleted forever

Pitfalls / failure modes

  • Needs that kill instantly → frustration and save-scumming. Make failure damage over time, with clear warnings and a recovery path (Pattern 1).
  • Grind without a ladder → gathering that never unlocks new gathering. Each tier must open the next (better tool → new node → new resource → better craft).
  • Non-atomic crafting → inputs consumed but output not granted on an edge case. Validate first, then consume-and-add as one step (Pattern 2).
  • Inventory with no limits → no logistics tension and no reason for a base/storage. Cap by slots or weight.
  • Permanently depleting the world → players strip the map and quit. Respawn nodes or regenerate resources over time.
  • Per-frame decay unscaled by dt → needs drain at different speeds on different hardware. Scale by dt.
  • No save / fragile save of a large world → a crash wipes hours. Persist world+base+needs incrementally; version it (see save-systems).
  • Flat threat curve → no late-game pressure. Escalate via night/season/event tiers.

Composition (build it from these skills)

  • Items/recipes as data: godot-resources / unity-scriptableobjects — items, recipes, tech tree, drop tables.
  • World: procedural-gen for biomes/resource placement; level-design for authored areas.
  • Persistence: save-systems for large-world state, base, inventory, needs, and versioning.
  • Threats: game-ai for creatures; the engine physics skill for melee/collision.
  • Building/placement: godot-tilemap / unity-tilemap-2d (2D) or godot-3d-essentials (3D) plus UI snapping.
  • UI: game-ui-ux for inventory/crafting/HUD layout and scaling; godot-ui-control for the concrete inventory, crafting menu, needs HUD, and build mode.

References

  • For the full needs model and thresholds, the crafting tech-tree graph, gather/respawn tuning, base-building grids, and threat escalation, read references/needs-and-crafting.md.