| name | remix-save-game |
| description | Add save and load game state functionality via RemixSDK |
Integrate Save Game State Workflow
Overview
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.
Prerequisites
Steps
1. Initialize the SDK
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();
2. Load Existing State
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 };
3. Save State During Gameplay
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 },
});
Examples
Simple Clicker Game
<script>
let clicks = 0;
async function init() {
await window.RemixSDK.ready();
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;
window.RemixSDK.singlePlayer.actions.saveGameState({
gameState: { clicks },
});
});
}
init();
</script>
Platformer with Level Progression
<script>
let level = 1;
let coins = 0;
async function init() {
await window.RemixSDK.ready();
const saved = window.RemixSDK.gameState;
if (saved) {
level = saved.level ?? 1;
coins = saved.coins ?? 0;
}
startLevel(level);
}
function onLevelComplete() {
level++;
coins += 10;
window.RemixSDK.singlePlayer.actions.saveGameState({
gameState: { level, coins },
});
startLevel(level);
}
init();
</script>
Tips
- Keep state small. Only save what's needed to restore the session -- avoid
storing large arrays or transient UI state.
- Save at meaningful moments -- level completion, checkpoints, purchases --
not every frame.
- State must be JSON-serializable. No functions, class instances, or
circular references.
- Always guard against null. The first time a player loads the game there is
no saved state.