soak-test

Generate a soak test protocol with timed checkpoints for extended play sessions.

Updated Mar 28, 2026
One-click install
npx skills add https://github.com/scomofo/dragon-forge --skill soak-test-scomofo
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: soak-test
Source: https://github.com/scomofo/dragon-forge/tree/main/.agents/skills/soak-test
Command: npx skills add https://github.com/scomofo/dragon-forge --skill soak-test-scomofo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps prevent late-stage crashes, memory leaks, performance drift, and gameplay fatigue by producing a structured soak test protocol for extended play sessions.

Core Features & Use Cases

  • Extended play observation protocol: Defines timed checkpoints and what to measure during multi-hour sessions.
  • Memory and stability tracking: Guides recording of heap/static memory, object counts, FPS, and crash/hang indicators.
  • Fun/balance monitoring: Captures subjective fatigue, difficulty perception, and signs of content exhaustion to inform Polish decisions.
  • QA-ready output format: Creates a protocol document intended for saving under production/qa with a consistent naming convention.

Quick Start

Generate a soak test protocol for an extended 2h Polish endurance run focused on memory and stability, then write it to the appropriate production/qa markdown file after approval.

Frequently Asked Questions about soak-test

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

FAQPage Schema
How do I set up a soak testing protocol to detect memory leaks during extended game play sessions?

A soak testing protocol for memory leak detection is established by defining timed checkpoints to measure heap memory, object counts, and FPS over multi-hour endurance runs. This generates an operator checklist and post-session analysis template to track slow performance drift and stability issues.

What is endurance testing in game QA and when do I need checkpointed logging?

Endurance testing in game QA is the process of running extended play sessions to surface slow memory leaks, performance drift, and gameplay fatigue before release. Checkpointed logging is needed when multi-hour regression scenarios require timed measurements rather than short smoke checks.

Can I track gameplay fatigue and balance issues alongside performance monitoring during a soak test?

Gameplay fatigue and balance issues can be tracked alongside performance monitoring by capturing subjective difficulty perception and signs of content exhaustion at timed checkpoints. This informs Polish decisions by combining stability metrics with fun and balance observations in a single protocol.

Does soak testing work for short smoke checks and single-feature playtests?

Soak testing does not work for short smoke checks or single-feature playtests because it is designed for checkpointed endurance testing over extended durations. It targets slow memory leaks and performance drift that only manifest during multi-hour regression soak scenarios.

What's the best way to document QA observation logs for an extended Polish endurance run?

The best way to document QA observation logs for an extended endurance run is to generate a structured protocol with duration and focus arguments, timed checkpoints, and a post-session analysis template. This creates a deterministic markdown file saved under a production/qa naming convention.