soak-test

Solid

Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

AI & Automation 20,436 stars 2970 forks Updated 1 weeks ago MIT

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Skill Content

# Soak Test A soak test (also called an endurance test) is an extended play session run with specific observation goals. Unlike a smoke check (broad critical path, ~10 min) or a single-feature playtest (~30 min), a soak test runs for **30 minutes to several hours** to surface: - **Memory leaks** — gradual heap growth that only appears after scene transitions - **Performance drift** — frame time degradation that worsens over time - **State accumulation bugs** — issues that only appear after N repetitions of a mechanic (inventory full, score overflow, AI state corruption) - **Fun fatigue** — mechanics that feel good in a first session but grow repetitive over extended play - **Content exhaustion** — the point where players run out of novel content **This skill generates the observation protocol and analysis harness — the human does the actual playing.** **Output:** `production/qa/soak-test-[date]-[duration].md` **When to run:** - Polish phase — before `/gate-check release` - After fixing a memory or stability issue (regression soak) - When extended play has not been formally tracked --- ## 1. Parse Arguments **Duration** (default: `1h`): - `30m` — short soak; suitable for testing a single mechanic or scene - `1h` — standard soak; covers most common leak categories - `2h` — extended soak; recommended for first full Polish soak - `4h` — deep soak; required for games with long session design (RPGs, sims) **Focus** (default: `all`): - `memory` — focus on heap size, obj...

Details

Author
Donchitos
Repository
Donchitos/Claude-Code-Game-Studios
Created
3 months ago
Last Updated
1 weeks ago
Language
Shell
License
MIT

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