soak-test

Generate checkpoint-based soak test protocols with engine-specific monitoring for Godot, Unity, and Unreal.

Updated Apr 10, 2026
One-click install
npx skills add https://github.com/emcconnell/nova-scout --skill soak-test-emcconnell
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: soak-test
Source: https://github.com/emcconnell/nova-scout/tree/main/.claude/skills/soak-test
Command: npx skills add https://github.com/emcconnell/nova-scout --skill soak-test-emcconnell

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill produces a repeatable, human-run soak test protocol that uncovers slow memory leaks, performance drift, stability regressions, and player fatigue that only appear during extended play sessions.

Core Features & Use Cases

  • Timed checkpoints and logging: Generates checkpoint schedules tailored to 30m, 1h, 2h, and 4h sessions and specifies exactly what to record at each interval.
  • Engine-specific monitoring guidance: Provides concrete measurement items for Godot, Unity, and Unreal and suggests alert thresholds for memory and performance drift.
  • Analysis and output: Produces a markdown QA artifact with baseline metrics, checkpoint logs, post-session analysis, and an issues table for triage; ideal for Polish, release gate checks, and regression soaks.

Quick Start

Generate a 1h soak test protocol focused on all categories for this project and prepare production/qa/soak-test-[date]-1h.md as the output.

Frequently Asked Questions about soak-test

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run a soak test to detect memory leaks and stability regressions in my game?

A soak test detects memory leaks and stability regressions by running structured, extended play sessions with timed checkpoints. You generate a protocol specifying exactly what to record at 30m, 1h, 2h, and 4h intervals to capture slow performance drift.

Does this soak testing approach provide monitoring guidance for Godot, Unity, and Unreal?

Yes, the soak test protocol includes engine-specific monitoring guidance with concrete measurement items and alert thresholds for Godot, Unity, and Unreal to accurately track memory leaks and performance drift during extended sessions.

What is the best way to log gameplay fatigue and performance drift during extended play sessions?

The best way to log gameplay fatigue and performance drift is using a checkpoint-based protocol that specifies exactly what to record at timed intervals. This produces a markdown QA artifact with baseline metrics and post-session analysis for triage.

When do I need to run a structured soak test protocol for my game project?

You need a structured soak test protocol during Polish and Release phases, for regression soaks after fixes, or when extended session behavior is not yet characterized. It uncovers slow memory leaks and player fatigue that only appear during long sessions.

How do I create a QA tracking artifact for extended session endurance testing?

You create a QA tracking artifact by generating a markdown output file containing baseline metrics, checkpoint logs, post-session analysis, and an issues table. This file is prepared automatically for triage and release gate checks.

Can I use this soak test protocol for regression testing after fixing memory leaks?

Yes, you can use the soak test protocol for regression soaks after fixes. It applies to game projects during Polish and Release phases to verify that memory leaks, stability regressions, and performance drift have been resolved.