soak-test

Generate structured soak test protocols with timed checkpoints for extended play sessions.

1|Updated May 5, 2026
One-click install
npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill soak-test-xganqaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: soak-test
Source: https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios/tree/main/.claude/skills/soak-test
Command: npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill soak-test-xganqaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Soak-test protocols prevent late-cycle failures by helping teams discover memory leaks, performance drift, stability regressions, and fun-fatigue issues that only appear after extended play sessions.

Core Features & Use Cases

  • Duration-based checkpoint protocol: Generates timed observation checkpoints for 30m, 1h, 2h, and 4h so issues are logged with consistent intervals.
  • Focused observation modes: Supports memory, stability, and balance/fatigue (or all) to match the specific risk you’re investigating.
  • Engine-aware measurement guidance: Includes guidance for Godot, Unity, and Unreal monitoring so results are captured in the right metrics.
  • Actionable output structure: Produces a ready-to-fill QA document including baseline metrics, checkpoint logs, post-session trend analysis, and a PASS/FAIL verdict.

Quick Start

Run the soak-test skill to generate a protocol for an extended play session and then manually follow the checklist in the created QA document to record each checkpoint.

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 testing protocol to detect memory leaks before release?

A soak testing protocol detects late-cycle failures like memory leaks by generating timed observation checkpoints for extended play sessions. You run the skill to produce a ready-to-fill QA document with duration-appropriate intervals to log issues consistently.

What is the best way to track stability regressions during extended game playtests?

Tracking stability regressions during playtests requires a duration-based checkpoint protocol with intervals like 30m, 1h, 2h, and 4h. This ensures performance drift and stability failures are logged at consistent intervals alongside baseline metrics and post-session trend analysis.

Does this soak test protocol support monitoring guidance for Unity, Unreal, and Godot?

Yes, the soak test protocol provides engine-aware measurement guidance for Unity, Unreal, and Godot. This ensures results for memory leaks and performance drift are captured using the correct engine-specific monitoring metrics during the extended play session.

How do I measure fun-fatigue regressions during a long game QA session?

Fun-fatigue regressions are measured using focused observation modes within the soak test protocol. By selecting the balance and fatigue mode, testers manually follow a checklist to record gameplay issues at timed checkpoints throughout the extended session.

When should I run a soak test for release readiness?

Run a soak test during the Polish and Release readiness phases, after standard regressions are resolved. It is specifically applied when extended play risks like memory leaks, stability failures, and fatigue issues have not been formally tracked.

Can I use this soak test checklist to evaluate specific risks like memory leaks?

Yes, you can target specific risks by using focused observation modes for memory, stability, or balance and fatigue. The generated checklist adapts to the specific risk you are investigating, providing tailored checkpoint logs and a final PASS or FAIL verdict.