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Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

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  • Added September 24, 2026
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npx -y skills add furkantokkan/agent-foundry --skill references --agent claude-code

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SKILL.md
---
name: soak-test
description: "Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases."
argument-hint: "[duration: 30m | 1h | 2h | 4h] [focus: memory | stability | balance | all]"
user-invocable: true
allowed-tools: Read Glob Grep Write
model: sonnet
---

# Soak Test

A soak test (also called an endurance test) is an extended play session run
with specific observation goals. Unlike a smoke check (broad critical path,
~10 min) or a single-feature playtest (~30 min), a soak test runs for **30
minutes to several hours** to surface:

- **Memory leaks** — gradual heap growth that only appears after scene transitions
- **Performance drift** — frame time degradation that worsens over time
- **State accumulation bugs** — issues that only appear after N repetitions
  of a mechanic (inventory full, score overflow, AI state corruption)
- **Fun fatigue** — mechanics that feel good in a first session but grow
  repetitive over extended play
- **Content exhaustion** — the point where players run out of novel content

**This skill generates the observation protocol and analysis harness — the
human does the actual playing.**

**Output:** `production/qa/soak-test-[date]-[duration].md`

**When to run:**
- Polish phase — before `/gate-check release`
- After fixing a memory or stability issue (regression soak)
- When extended play has not been formally tracked

---

## 1. Parse Arguments

**Duration** (default: `1h`):
- `30m` — short soak; suitable for testing a single mechanic or scene
- `1h` — standard soak; covers most common leak categories
- `2h` — extended soak; recommended for first full Polish soak
- `4h` — deep soak; required for games with long session design (RPGs, sims)

**Focus** (default: `all`):
- `memory` — focus on heap size, object count, leak patterns
- `stability` — focus on crash/freeze/hang detection
- `balance` — focus on fun fatigue, content exhaustion, difficulty perception
- `all` — all of the above

---

## 2. Load Context

Read:
- `.claude/docs/technical-preferences.md` — pinned Unity/tooling and performance
  budgets (memory ceiling, target FPS)
- `design/gdd/game-concept.md` — intended session length (for comparison against
  soak duration), core loop description
- Most recent file in `production/qa/playtests/` — prior playtest findings
  (to avoid re-documenting known issues)
- Most recent file in `production/qa/qa-plan-*.md` — current sprint test coverage
  (to understand what has been formally tested vs. what the soak covers)

Note any performance budget targets from technical-preferences.md:
- Memory ceiling: [N MB, or "not set"]
- Target FPS: [N, or "not set"]
- Frame budget: [N ms, or "not set"]

---

## 3. Define Observation Checkpoints

Based on duration, generate timed checkpoints:

**30m soak**: T+0, T+10, T+20, T+30
**1h soak**: T+0, T+15, T+30, T+45, T+60
**2h soak**: T+0, T+20, T+40, T+60, T+80, T+100, T+120
**4h soak**: T+0, T+30, T+60, T+90, T+120, T+180, T+240

At each checkpoint, the observer records the observation items defined in
Phase 4.

---

## 4. Generate the Soak Test Protocol

### Memory / Stability observation items (if focus = memory or all)

Unity monitoring guidance:

- Use the pinned Unity Profiler and Memory Profiler package/version documented
  by the project; record the exact editor/device/build target.
- Record Total Reserved/Used Memory, GC allocation rate, managed heap, native
  object count, and feature-specific counters at every checkpoint.
- Compare stabilized checkpoints after load/warm-up. Monotonic growth across
  three or more comparable checkpoints is a leak signal, not proof by itself.
- Retain profiler/memory snapshots and device logs. A narrative observation is
  not measured evidence.

### Stability observation items (if focus = stability or all)

At each checkpoint, note:
- [ ] No crash, hang, or freeze occurred since last checkpoint
- [ ] Frame rate still within target budget ([target FPS] fps)
- [ ] Audio still playing correctly (no desync or silence)
- [ ] All HUD elements still rendering correctly
- [ ] Input responding as expected (no input loss or lag spike)

### Balance / fatigue observation items (if focus = balance or all)

Collect subjective observations at each checkpoint:
- [ ] Core mechanic still feels rewarding (Y/N)
- [ ] Perceived difficulty level: [too easy / appropriate / too hard]
- [ ] Any "I've seen this before" moments since last checkpoint? (novel content exhaustion)
- [ ] Any moment of frustration since last checkpoint? Note cause.
- [ ] Any moment of peak engagement since last checkpoint? Note cause.

---

## 5. Generate the Protocol Document

```markdown
# Soak Test Protocol

> **Date**: [date]
> **Duration**: [duration]
> **Focus**: [memory | stability | balance | all]
> **Engine**: [engine]
> **Generated by**: /soak-test

---

## Pre-Session Setup

Before starting the soak:

- [ ] Game is running from a **fresh launch** (not resumed from a prior session)
- [ ] All background applications closed (minimise OS memory interference)
- [ ] Performance monitoring tool open and recording:
  - **Unity**: Profiler/Memory Profiler or approved device capture is attached
    to the exact build/project under test
- [ ] Soak target confirmed: [session design intent from game concept]
- [ ] Prior known issues to watch for: [from most recent playtest / qa-plan]

---

## Baseline (T+0) — Record Before Playing

| Metric | Baseline Value |
|--------|---------------|
| Memory / Heap | [record before first frame of gameplay] |
| Object Count | [record] |
| FPS (first 30 seconds) | [record] |
| [Unity feature-specific metric] | [record] |

---

## Checkpoint Log

### T+[N] minutes

**Memory / Stability** *(if applicable)*:

| Metric | Value | Δ from Baseline | Alert? |
|--------|-------|-----------------|--------|
| Memory / Heap | | | |
| Object Count | | | |
| FPS | | | |
| Crashes / Hangs | | | |

**Stability checks**:
- [ ] No crash or hang since last checkpoint
- [ ] Frame rate within budget ([N] fps target)
- [ ] Audio correct
- [ ] HUD rendering correctly
- [ ] Input responding correctly

**Balance / Fatigue** *(if applicable)*:
- Core mechanic still rewarding: Y / N
- Difficulty perception: too easy / appropriate / too hard
- Notable moments: [note any peak engagement or frustration]
- Content exhaustion signs: Y / N — [describe]

**Free observations**:
*(Note anything unexpected observed since the last checkpoint)*

---

[Repeat Checkpoint Log section for each timed checkpoint]

---

## Post-Session Analysis

### Memory Trend

| Checkpoint | Memory | Δ/hr extrapolated |
|------------|--------|-------------------|
| T+0 | | |
| [T+N] | | |

**Leak detected?** Y / N
**Estimated time to OOM at current rate**: [N hours / not applicable]

### Stability Summary

Total crashes: [N]
Total hangs: [N]
Worst FPS observed: [N] fps at [checkpoint]
Performance degradation: stable / mild / severe

### Balance / Fatigue Summary

Fun curve: [engaged throughout / fatigue onset at T+N / repetitive from start]
Content exhaustion point: [never / at T+N / early]
Difficulty arc: [appropriate / too easy throughout / difficulty spike at T+N]

### Issues Found

| ID | Severity | Checkpoint | Description |
|----|----------|------------|-------------|
| SOAK-001 | S[1-4] | T+[N] | [description] |

---

## Verdict: PASS / PASS WITH CONCERNS / FAIL

**PASS**: No leaks detected, stability maintained, fun factor consistent
**PASS WITH CONCERNS**: Minor drift or fatigue noted; addressable in Polish
**FAIL**: Memory leak confirmed, stability breach, or severe fun fatigue

---

## Sign-Off

- **Tester**: [name] — [date]
- **QA Lead review**: [name] — [date]
```

---

## 6. Write Output

Present the protocol summary, then write it to
`production/qa/soak-test-[date]-[duration].md` as the declared low-risk
artifact. Starting a long-running test or external monitor remains separately
authorized.

After writing:

"Protocol written. To run the soak:
1. Open the file and follow the Pre-Session Setup checklist
2. Record each checkpoint as you play
3. Complete the Post-Session Analysis section when done
4. Preserve every Issues Found row with its checkpoint, build/revision, logs,
   profiler capture, expected result, and actual result
5. Route task-owned observations with `/task-bug <TASK-ID> "<raw evidence>"`;
   one command may carry several same-task observations and task-cycle will split
   them into linked atomic D-records under one lifecycle writer
6. For an unowned issue, use `/bug-report` only for backlog capture or
   `/create-task` when a bounded repair is explicitly wanted
7. If ownership is ambiguous, stop with `TASK MATCH AMBIGUOUS`; do not allocate
   a D-record, BUG file, or repair task
8. Run `/bug-triage sprint` only for standalone backlog BUG files

If the verdict is FAIL, run `/smoke-check` again after fixing the issues."

The `SOAK-xxx` row is an observation ID inside this aggregate protocol, not a
second canonical bug store. This skill does not invoke repair or mutate task
lifecycle state after the human session.

---

## Collaborative Protocol

- **This skill generates a protocol — humans run it** — never attempt to
  run a soak test automatically. The observations require a human observer.
- **Duration should match the game's session design** — a 5-minute game
  doesn't need a 4h soak; a city-builder might. Use judgment and ask if unclear.
- **First soak should be `all` focus** — narrow focus (memory-only) is for
  regression soaks after a specific fix, not the first pass
- **Declared output** — create the protocol file without a duplicate prompt;
  starting the soak run remains separately authorized

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