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Skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting
survival-crafting logo

survival-crafting

gamedev-skills/awesome-gamedev-agent-skills
909 installs462 stars
Run it on Hostinger, 20% off →Your friend gets 20% off too, using this linkFree API →|View on GitHub|Create your own skill →

Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting

Summary

>

SKILL.md

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

  1. Resource nodes + gathering — harvestable world objects; tool requirements/tiers; respawn.
  2. Inventory — stacks, capacity (slots or weight), drop/transfer, hotbar.
  3. Crafting — recipes (inputs → output), a crafting station/tech gate, a tech tree.
  4. Survival needs — hunger, thirst, temperature, stamina, health, with decay + consequences.
  5. Base building — placeable structures, a build grid/snapping, storage, crafting stations.
  6. World + day/night — biomes/resources (often procedural); a time cycle driving threats.
  7. Threats — hostile creatures/weather/events that escalate; combat or avoidance.
  8. Save/load — world state, inventory, base, needs, progression; large-world persistence.

Design knobs

KnobEffectNotes
Needs decay ratespressure cadenceSlow enough to explore, fast enough to matter.
Need-failure consequencestakesDamage over time, not instant death.
Resource scarcity / respawnexploration pushScarce near base → travel for more.
Tool tiers / gatingprogression ladderBetter tool → new node types.
Recipe complexity / tech depthlong-term goalsMulti-step chains, not flat lists.
Inventory limit (slots/weight)logistics tensionForces base trips and storage.
Threat escalation curvedifficulty over timeNight/seasonal/event ramps.
Day lengthrhythmDay = 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
    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

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. Validate

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 by dt.

  • 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-gen for biomes/resource placement; level-design for authored areas.
  • Persistence: save-systems for large-world state, base, inventory, needs, and versioning.
  • Threats: game-ai for creatures; the engine physics skill for melee/collision.
  • Building/placement: godot-tilemap / unity-tilemap-2d (2D) or godot-3d-essentials (3D) plus UI snapping.
  • UI: game-ui-ux for inventory/crafting/HUD layout and scaling; godot-ui-control for 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.

Score

0–100
55/ 100

Grade

C

Popularity15/30

909 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Survival Crafting skill score badge previewScore badge

Markdown

[![Survival Crafting skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/survival-crafting/badges/score.svg" alt="Survival Crafting skill"/></a>

Survival Crafting FAQ

How do I install the Survival Crafting skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Survival Crafting skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Survival Crafting skill free?

Yes. Survival Crafting is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Survival Crafting work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Survival Crafting works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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