remix-save-game
Add save and load game state functionality via RemixSDK
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Add save and load game state functionality via RemixSDK
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
Generate and add images to a Remix game
Generate and add sprites to a Remix game
Build and publish Remix games with the current Remix toolchain. Use when work touches the official Remix CLI, MCP server, REST publishing APIs, or the @remix-gg/sdk game runtime.
OpenAPI-first endpoint reference for Remix game publishing REST routes
Use the official Remix CLI for authentication, config inspection, game creation, uploads, and analytics. Trigger this skill when a task involves `remix login`, `remix whoami`, `.remix-cli.json`, `REMIX_API_KEY`, or terminal-based game management on Remix.
Quickstart for the official Remix MCP server. Use when configuring or operating `@remix-gg/mcp`, wiring MCP auth, or choosing the right Remix MCP tools and skill resources.
| name | remix-save-game |
| description | Add save and load game state functionality via RemixSDK |
This skill guides you through integrating save game state into an HTML game on the Remix platform. Save game state lets players persist progress across sessions -- scores, unlocked levels, inventory, and more -- using the RemixSDK.
<script src="https://cdn.jsdelivr.net/npm/@remix-gg/sdk@latest/dist/index.min.js"></script>
Call await window.RemixSDK.ready() before the game loop starts. This
ensures the SDK is loaded and any existing saved state is available.
await window.RemixSDK.ready();
Read window.RemixSDK.gameState to get previously saved data. It returns
Record<string, unknown> | null | undefined -- always check for null before
using it.
const savedState = window.RemixSDK.gameState;
Use the saved state to restore game progress, or fall back to defaults if the player is starting fresh:
const state = savedState ?? { score: 0, level: 1 };
Call saveGameState whenever the player reaches a meaningful checkpoint. The
gameState value must be a JSON-serializable object.
window.RemixSDK.singlePlayer.actions.saveGameState({
gameState: { score: player.score, level: player.level },
});
<script>
let clicks = 0;
async function init() {
await window.RemixSDK.ready();
// Load
const gameState = window.RemixSDK.gameState;
if (gameState && typeof gameState.clicks === "number") {
clicks = gameState.clicks;
}
document.getElementById("count").textContent = clicks;
document.getElementById("btn").addEventListener("click", () => {
clicks++;
document.getElementById("count").textContent = clicks;
// Save after every click
window.RemixSDK.singlePlayer.actions.saveGameState({
gameState: { clicks },
});
});
}
init();
</script>
<script>
let level = 1;
let coins = 0;
async function init() {
await window.RemixSDK.ready();
// Load
const saved = window.RemixSDK.gameState;
if (saved) {
level = saved.level ?? 1;
coins = saved.coins ?? 0;
}
startLevel(level);
}
function onLevelComplete() {
level++;
coins += 10;
// Save at level transitions
window.RemixSDK.singlePlayer.actions.saveGameState({
gameState: { level, coins },
});
startLevel(level);
}
init();
</script>