Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills
survival-crafting
- Use it when:
- The player gathers, crafts, manages hunger, thirst and temperature, and builds a base against escalating threats.
- It does:
- Sets out eight must-have systems, from resource nodes and inventory to threats and saving, with a knob table and engine-neutral pseudocode.
- Its rule:
- Each tier must open the next (better tool, new node, new resource, better craft), or the game turns into a grind.
- Leaves to others:
- Items as data, world generation, saving and creature AI, to the repo's engine data, procedural-gen, save-systems and game-ai skills.
Skill 24 of 27 in the Gamedev Agent Skills bundle, after visual-novel and before puzzle.
TL;DR
A genre playbook from a game-development collection. Its loop is gather, craft, build, manage needs, explore farther and survive bigger threats, one tier higher each time. Patterns cover needs that decay over time and, once empty, drain health instead of killing at once, with healing while the player is fed and safe; recipes as data, crafted only after checking tech, station, inputs and room for the result, so inputs are never consumed by a failed craft; and gathering that yields only to a good enough tool, from nodes that respawn. Pitfalls include needs that kill instantly, inventories with no limit, which remove any reason for storage, a world players can strip bare, decay not scaled by frame time, and fragile saves of a large world. The knob table covers decay rates, scarcity, tool tiers, recipe depth, inventory limits, threat escalation and day length.
Summarizes the skill at 19d93f9.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting skills.sh pageSource on GitHubAll skills from gamedev-skills/awesome-gamedev-agent-skills
- Total Downloads
- 9,300 on skills.sh, Nov 9, 2026
- Repo stars
- 7,863 gamedev-skills/awesome-gamedev-agent-skills
- First seen
- Jun 27, 2026 on skills.sh
Weekly values
| Week to | Installs |
|---|---|
| Sep 21 | 313 |
| Sep 28 | 370 |
| Oct 5 | 371 |
| Oct 12 | 429 |
| Oct 19 | 622 |
| Oct 26 | 1,407 |
| Nov 2 | 1,765 |
| Nov 9 | 1,605 |
| Category |
Taste for interfaces that don't look generated: direction, motion and accessibility. Make games: design, genres, game feel and game-jam workflows, whatever the engine. Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills. |
|---|---|
| Type |
Knowledge and rules the agent applies while it works: best practices, design principles, API references. |
| Effect |
Adds no side effects of its own. It shapes how the agent thinks, writes or reviews. Guidelines and routers are always effect:none, even when the task they support edits code. |
| Needs |
Instructions only. Works in any agent that supports skills. |
| Publisher |
Everyone else. Unverified vendor claims default to community. |
| Topics |
SKILL.md
From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.
Frontmatter
name: survival-crafting
description: >
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree,
needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.Survival Crafting
A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a compositional skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.
When to use
- Use when the player gathers resources, crafts items/structures, manages survival needs, and builds a base against escalating threats: survival sandbox, crafting/base-building game.
- Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops, or base placement/building.
When not to use: crafting as a minor RPG feature → rpg. Permadeath grid dungeon →
roguelike. For inventory/items as data assets, use godot-resources /
unity-scriptableobjects; for world generation, procedural-gen.
Core loop
Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier. Each loop should unlock the next loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.
Must-have systems
- Resource nodes + gathering — harvestable world objects; tool requirements/tiers; respawn.
- Inventory — stacks, capacity (slots or weight), drop/transfer, hotbar.
- Crafting — recipes (inputs → output), a crafting station/tech gate, a tech tree.
- Survival needs — hunger, thirst, temperature, stamina, health, with decay + consequences.
- Base building — placeable structures, a build grid/snapping, storage, crafting stations.
- World + day/night — biomes/resources (often procedural); a time cycle driving threats.
- Threats — hostile creatures/weather/events that escalate; combat or avoidance.
- Save/load — world state, inventory, base, needs, progression; large-world persistence.
Design knobs
| Knob | Effect | Notes |
|---|---|---|
| Needs decay rates | pressure cadence | Slow enough to explore, fast enough to matter. |
| Need-failure consequence | stakes | Damage over time, not instant death. |
| Resource scarcity / respawn | exploration push | Scarce near base → travel for more. |
| Tool tiers / gating | progression ladder | Better tool → new node types. |
| Recipe complexity / tech depth | long-term goals | Multi-step chains, not flat lists. |
| Inventory limit (slots/weight) | logistics tension | Forces base trips and storage. |
| Threat escalation curve | difficulty over time | Night/seasonal/event ramps. |
| Day length | rhythm | Day = gather, night = defend. |
Patterns
1. Needs decay with graded consequences
# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
p.thirst = max(0, p.thirst - THIRST_RATE * dt)
p.temp = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)
# Consequences are graded, not binary: warnings, then attrition — never instant death.
if p.hunger == 0 or p.thirst == 0:
p.hp -= STARVE_DAMAGE * dt # damage over time creates urgency with recovery room
if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
p.hp -= EXPOSURE_DAMAGE * dt
if p.hunger > 0 and p.thirst > 0 and not exposed(p):
p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt) # safe + fed => heal
2. Crafting: validate, then atomically consume inputs
# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
"inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
"station": "workbench", "requires_tech": "basic_tools"}
def can_craft(recipe, inv, tech, station):
if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
if recipe.get("station") and recipe["station"] != station: return False
return all(inv.count(item) >= n for item, n in recipe["inputs"].items())
def craft(recipe, inv, tech, station):
if not can_craft(recipe, inv, tech, station): return False
if not inv.can_add_after_removing(recipe["inputs"], *recipe["output"]):
return notify("No room for the result") # check space BEFORE consuming anything
for item, n in recipe["inputs"].items(): inv.remove(item, n) # consume all, then add
inv.add(*recipe["output"]) # atomic: no partial craft
return True
The space check must count the slots the inputs free up (crafting 3 wood into 1 plank can succeed in a full bag). If space is short, refuse, or drop the result on the ground; never consume the inputs and then fail the add.
3. Gathering gated by tool tier
# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
if tool.tier < node.required_tier:
return notify("Need a better tool") # e.g. stone node needs a pickaxe, not fists
node.hp -= tool.power
if node.hp <= 0:
spawn_drops(node.drop_table) # weighted drops (see roguelike loot pattern)
node.start_respawn(node.respawn_time) # node returns later; world isn't depleted forever
Pitfalls / failure modes
- Needs that kill instantly → frustration and save-scumming. Make failure damage over time, with clear warnings and a recovery path (Pattern 1).
- Grind without a ladder → gathering that never unlocks new gathering. Each tier must open the next (better tool → new node → new resource → better craft).
- Non-atomic crafting → inputs consumed but output not granted on an edge case, most often a full inventory. Validate inputs and space first, then consume-and-add as one step (Pattern 2).
- Inventory with no limits → no logistics tension and no reason for a base/storage. Cap by slots or weight.
- Permanently depleting the world → players strip the map and quit. Respawn nodes or regenerate resources over time.
- Per-frame decay unscaled by
dt→ needs drain at different speeds on different hardware. Scale bydt. - No save / fragile save of a large world → a crash wipes hours. Persist world+base+needs
incrementally; version it (see
save-systems). - Flat threat curve → no late-game pressure. Escalate via night/season/event tiers.
Composition (build it from these skills)
- Items/recipes as data:
godot-resources/unity-scriptableobjects— items, recipes, tech tree, drop tables. - World:
procedural-genfor biomes/resource placement;level-designfor authored areas. - Persistence:
save-systemsfor large-world state, base, inventory, needs, and versioning. - Threats:
game-aifor creatures; the engine physics skill for melee/collision. - Building/placement:
godot-tilemap/unity-tilemap-2d(2D) orgodot-3d-essentials(3D) plus UI snapping. - UI:
game-ui-uxfor inventory/crafting/HUD layout and scaling;godot-ui-controlfor the concrete inventory, crafting menu, needs HUD, and build mode.
References
- For the full needs model and thresholds, the crafting tech-tree graph, gather/respawn tuning,
base-building grids, and threat escalation, read
references/needs-and-crafting.md.