Save systems
A save file is a serialized snapshot of game state that survives restarts. The hard parts aren't writing bytes — they're choosing what to save, writing it so a crash mid-save can't corrupt it, and reading old saves after you ship a patch. Get those three right and the rest is plumbing.
When to use
- Use to persist progress: player stats, inventory, world flags, settings, positions — across sessions and game updates.
- Use to design save slots, quicksave/autosave, and crash-safe writes.
- Use when old save files break after a content/code change (versioning & migration).
When not to use: for Roblox cloud persistence specifics, use
roblox-datastores. For the data model the save serializes (resources/SOs), use
godot-resources / unity-scriptableobjects. For Godot's FileAccess/
ResourceSaver and user:// paths, defer to the Godot engine skill while
applying the patterns here.
Core workflow
- Decide what state is authoritative. Save the data (hp, position, seed, unlocked flags), not engine objects or scene nodes. You will reconstruct objects from data on load — never serialize live node references.
- Define a versioned schema. Every save embeds a
versioninteger. This is the single most important field for a game you intend to patch. - Pick a format. JSON/text for readability and debuggability; a binary format for size/speed or mild tamper-resistance. Start with JSON.
- Write atomically. Serialize to a temp file, flush, then rename over the real file. A crash leaves either the old save or the new one — never a half-written one.
- Load defensively. Read version → migrate up to current → validate → instantiate. Keep a backup of the last good save and fall back on parse error.
- Autosave on safe boundaries (level change, checkpoint), throttled, and to a separate slot so it can't clobber a manual save.
- Verify: save, fully quit, relaunch, load — and confirm by inspection that state matches. Test loading a save from the previous version.
Patterns
1. Serialize state as plain data (not engine objects)
2. Atomic, crash-safe write (temp + rename)
Rename-over-target is atomic on POSIX (same volume); on Windows a replace-by-rename
isn't guaranteed atomic, so keep the previous file as path + ".bak" before the
rename — that backup is what actually guarantees you can recover from a bad write.
3. Versioned load with migration
4. Save slots + throttled autosave
Pitfalls
- Serializing engine objects/node paths ties saves to scene structure; renaming a node breaks every old save. Save data, rebuild objects on load.
- No version field. The day you ship a patch, every existing save is a
guessing game. Stamp
versionfrom version 1. - In-place writes corrupt saves on crash/power loss. Always temp-write then
rename; keep a
.bak. - Trusting the file blindly. Saves get truncated, hand-edited, or cloud-synced stale. Validate on load and fall back to backup on failure.
- Floats and locale. Text serializers can drop precision or use comma decimal separators in some locales. Use a locale-invariant serializer.
- Autosave clobbering manual saves, or firing mid-action and saving an inconsistent state. Use a dedicated autosave slot and save on safe boundaries.
- Storing secrets or trusting client saves in multiplayer. A local save is
player-controlled; never treat it as authoritative for online state. For cloud,
handle the device's data limits and conflicts (
roblox-datastores).
References
references/versioning-and-migration.md— schema evolution strategies, the migration chain, backups/rollback, format trade-offs (JSON vs binary), and a load-time validation checklist.
Related skills
roblox-datastores— cloud persistence, request limits, session locking.godot-resources,unity-scriptableobjects— the data model you serialize.procedural-gen— store the seed to regenerate worlds instead of saving them.rpg,survival-crafting,visual-novel— genres that compose this skill.


