save-persistencelisted
Install: claude install-skill Firzus/agent-skills
# Save & Persistence
Build the save system of a game. References: Skyrim's changeform deltas, BotW's
revival flags, Dark Souls' continuous journaling, Genshin's server-authoritative
state, and the MMO backends (EVE, WoW, Albion). This skill fills the world-state
store referenced by `open-world-streaming`/`enemy-ai-framework`/`minimap-worldmap`,
the settings split referenced by `menu-ui-manager`, and the `CanSave` gate of
`scene-flow-manager`.
## The architecture rule
**The save is a versioned store decoupled from runtime objects.** Systems write
**deltas keyed by stable IDs**; the store is the single source of truth; runtime
state is a projection rebuilt from `base game data + save deltas` on load. Never
serialize live scene objects.
```
Envelope: { magic, schemaVersion, timestamp, checksum, metadata }
Buckets (one per persistent system):
progression — quests, unlocks, stats (append-mostly)
worldState — per-region flag sets keyed by STABLE IDs (the BotW
revival-flag model: the flag carries its reset policy)
inventory — catalog IDs + counts + instance data
profile prefs — accessibility, difficulty (cloud-synced)
Machine settings (resolution, keybinds) live OUTSIDE the save store —
never cloud-synced (the menu-ui split).
```
Save only **authoritative state that cannot be deterministically reconstructed**;
recompute everything else.
## Reference map
| File | Covers |
| --- | --- |
| [store-model.md](./store-model.md) | The decoupled st