Soak Test
argument-hint: "[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]"
Category: content-creation Source: Donchitos/Claude-Code-Game-StudiosSoak Test
What Is This
The Soak Test skill for the Happycapy Skills platform is designed to generate a structured protocol for extended playtesting sessions, commonly known as soak or endurance tests. Unlike quick smoke tests or focused feature playtests, a soak test simulates long, uninterrupted gameplay-typically ranging from 30 minutes up to 4 hours-to identify issues that only emerge over time. The skill produces a detailed observation and logging protocol tailored to your specified test duration and focus area (such as memory, stability, balance, or all aspects). It does not automate the play session itself; rather, it defines what to watch for, measure, and document during these sessions.
Why Use It
Soak tests are essential in game development, particularly during the Polish and Release phases. Short playtests or automated checks can catch immediate crashes or obvious bugs, but only a prolonged session can expose:
- Memory leaks that accumulate over time, leading to crashes or excessive resource usage
- Performance drift where frame rates degrade gradually due to accumulated state or unoptimized systems
- State accumulation bugs such as inventory overflows, score resets, or AI misbehavior after many cycles
- Fatigue effects-mechanics that are initially fun but become repetitive or tedious over an hour or more
- Content exhaustion indicating when players run out of new experiences, which can inform pacing and content density
In summary, soak tests are a proactive quality assurance measure to ensure that your game remains stable, fun, and bug-free throughout longer play sessions.
How to Use It
To use the Soak Test skill, invoke it with your desired test parameters. The two main arguments are:
duration: Length of the test (options: 30m, 1h, 2h, 4h)focus: What to observe (options: memory, stability, balance, all)
Example Usage
Suppose you want to run a two-hour soak test focused on memory and stability. You would invoke the skill as follows:
/soak-test [duration: 2h] [focus: memory | stability]
The skill will generate a Markdown protocol file at:
production/qa/soak-test-[date]-2h.md
Example Generated Protocol Snippet
## Soak Test Protocol - 2024-06-04 - 2h
**Focus:** Memory, Stability
## Instructions
1. Prepare a clean build and reset device memory.
2. Play continuously for two hours, following the main gameplay loop.
3. Every 15 minutes, record:
- Current memory usage from system monitor
- Observed frame rate (average/peak/lows)
- Any UI or state anomalies
## Log Example
| Time | Memory Usage | Frame Rate | Observations |
|--------|-------------|-----------|-------------------------------|
| 00:15 | 320 MB | 60/58 FPS | No issues |
| 00:30 | 350 MB | 59/57 FPS | Minor stutter entering shop |
| ... | ... | ... | ... |
You will follow this protocol during your session, noting issues as they appear, and save the completed log for review and regression tracking.
When to Use It
The Soak Test skill is most valuable at the following stages:
- Polish Phase: Before major release gate-checks, to ensure stability and polish over extended sessions.
- Post-Fix Validation: After addressing memory, performance, or stability bugs, to confirm that issues are resolved and have not regressed.
- Content Pacing Review: When assessing whether the game's content pacing holds up to sustained play and to identify points of potential fatigue or content exhaustion.
- Pre-Release QA: As a final quality check before shipping a major milestone or public release.
Important Notes
- Manual Execution: The skill provides the protocol and log structure, but a human tester must perform the play session and record observations as specified.
- Flexible Focus: You can adjust the focus of the test (memory, stability, balance, or all) to suit your current QA needs. For example, a "balance" focus would include prompts for tracking scoring, win/loss rates, and player progression.
- Structured Output: All protocol files are output as Markdown and named systematically for easy tracking and historical comparison.
- Complementary, Not Redundant: Soak tests do not replace automated testing or unit tests. They are complementary, surfacing issues that require long-term state accumulation or player behavior.
- Test Environment Consistency: To ensure accurate results, always use consistent hardware, builds, and test conditions. Reset device memory and close background applications before starting a soak test.
- Reporting: Completed logs should be reviewed by engineering and design teams to prioritize fixes and improvements based on observed issues.
By systematically applying soak tests with this skill, your team can confidently surface and address the subtle, long-term issues that only emerge during real, extended gameplay-ensuring a polished and robust final product.