soak-test

Generate a soak test protocol for extended game play sessions.

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill soak-test-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: soak-test
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/soak-test
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill soak-test-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Long play sessions reveal memory leaks, performance drift, state accumulation bugs, and fun fatigue that short playtests never surface, but teams rarely have a structured way to observe and log them. This Skill generates a timed, engine-specific soak test protocol so QA sessions produce consistent, analyzable evidence. ## Core Features & Use Cases - Timed Checkpoint Protocols: Generates observation checkpoints scaled to 30m, 1h, 2h, or 4h soak durations with per-checkpoint logging tables. - Engine-Specific Monitoring Guidance: Provides concrete memory and stability tracking instructions for Godot 4, Unity, and Unreal Engine, including alert thresholds. - Structured Verdict and Issue Tracking: Produces a post-session analysis with leak detection, stability summary, fun fatigue curve, and a PASS / PASS WITH CONCERNS / FAIL verdict. - Use Case: Before a release gate check, a QA lead runs the skill with a 2h duration and 'all' focus, receives a protocol file in production/qa/, and a human tester records memory, stability, and fatigue observations at each checkpoint. ## Quick Start Use the soak-test skill to generate a 2-hour soak test protocol covering memory, stability, and balance for this project.

Frequently Asked Questions about soak-test

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

FAQPage Schema
How do I create a soak test plan for my game?

Run the soak-test skill with a duration (30m, 1h, 2h, or 4h) and a focus (memory, stability, balance, or all). It generates a protocol document with timed checkpoints, observation checklists, and a post-session analysis template saved to production/qa/.

What is the difference between a soak test and a smoke check?

A smoke check covers the broad critical path in about 10 minutes, while a soak test runs 30 minutes to several hours to surface memory leaks, performance drift, state accumulation bugs, and fun fatigue that only appear after sustained play.

Does the soak test support Godot, Unity, and Unreal Engine?

Yes. The protocol includes engine-specific monitoring guidance: Godot 4 uses the Debugger Monitors tab for static memory and object counts, Unity uses the Memory Profiler for reserved and GC memory, and Unreal uses the stat memory console command.

Can the soak test run automatically without a human tester?

No. The skill explicitly generates the observation protocol and analysis harness, but a human must perform the actual play session and record checkpoint observations, since fatigue and engagement judgments require a human observer.

When should I run a soak test during game development?

Run it during the Polish phase before a release gate check, after fixing a memory or stability issue as a regression soak, or whenever extended play has not been formally tracked. First soaks should use the 'all' focus.