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Survival Crafting skill

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.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting
GitHub stars
8,175
Pack installs
748k
Alyn Score
77/99
Updated
9 h ago
License
Apache-2.0

Install Survival Crafting

Pick your agent. Every command is ready to paste.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads survival-crafting when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the survival-crafting skill”. In Codex, type $survival-crafting.

The skill itself

SKILL.md

GitHub

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

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 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.

Tips for Survival Crafting

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Survival Crafting

What does the Survival Crafting skill do?

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.

How do I install Survival Crafting?

Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Survival Crafting work in Cursor and Codex?

Yes. Survival Crafting uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Survival Crafting free?

Survival Crafting is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.

Who made Survival Crafting?

Survival Crafting is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

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