Individual skill

save-systems

Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.

skills/disciplines/save-systems/SKILL.md

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# Save systems

A save file is a **serialized snapshot of game state** that survives restarts.
The hard parts aren't writing bytes — they're choosing *what* to save, writing it
so a crash mid-save can't corrupt it, and reading *old* saves after you ship a
patch. Get those three right and the rest is plumbing.

## When to use

- Use to persist progress: player stats, inventory, world flags, settings,
  positions — across sessions and game updates.
- Use to design save slots, quicksave/autosave, and crash-safe writes.
- Use when old save files break after a content/code change (versioning &
  migration).
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