Save files

Save files are files that contain the  file extension.

Save File Location
For both Steam and Epic Games version, the save files are located in: or Take note the Steam ID and Epic ID may not be the same. To share save files across platform, simply copy over the save files.


 * If you cannot find your steam save folder (probably because you have owned the game in Epic and just bought the Steam copy recently), first start a new game with Steam, then save the new game. You should now be able to see your steam save folder beside epic. The steam ID is usually shorter than the Epic ID. The folder location is stated above.

Linux (using Steam Play)
The save location is:

Save editing
Save files can be edited using online tools such as Satisfactory Interactive Map. See here.

Cloud sync
If playing on Epic Games or Steam and the Cloud Sync is enabled, a notification may sometimes appear when the player: And you will be prompted to either upload your save file to the cloud or download the save file from the cloud to your PC.
 * Switches the game version between experimental and stable
 * Copies over the save game across different platforms
 * Continues a game at different machine

Unless you are playing across multiple PC, always choose upload your save file to the cloud to avoid losing your progress. And always back up your saves!

Save File Format
A save file has a header and a body. Starting with save version 21, the body of the file is compressed in chunks. See Compressed Save File Body Format below.

As of Patch 0.5.2.1 (Early Access Build 188609, released on May 24, 2022), the produced save file header has version 9, the save version is 28 and the editor object version is 40. For these versions, this format description should be correct, but may not be complete: It is possible that not all potential structures were present in the analyzed save files.

Basic data types
There are five basic types that are used to compose more elaborated structures in the save files:

Byte
A single 8-bit byte that represents a signed integer between -128 and 127.

Int
Four consecutive bytes in little-endian order that represent a signed integer between -2,147,483,648 and 2,147,483,647.

Long
Eight consecutive bytes in little-endian order that represent a signed integer between -9,223,372,036,854,775,808 and 9,223,372,036,854,775,807.

Float
Four consecutive bytes in little-endian order that represent a signed floating-point number with single precision, according to the binary32 format of IEEE 754.

String
A variable-length byte sequence of UTF-encoded characters, null-terminated: A length of zero represents the empty string and occupies just these four bytes. A positve length means that the characters are encoded in UTF-8. A negative length means that the characters are encoded in UTF-16 little-endian, without a byte-order mark. In this case, the given negative length has to be multiplied by minus two to get the number of bytes the rest of the string occupies (including the two bytes for null-termination).

Composite data types
Using the basic data types defined above, a save file has two top-level structures: a SaveFileHeader and a SaveFileBody. These are composed of different intermediate data types themselves.

These composite data types are documented below. A data type is a list of ordered fields, each field is a row in the table of the data type. So, for example: The SaveFileHeader begins with an Int (four bytes) that represent the save header version. This is followed by another Int (the next four bytes) that represent the save version and so on.

SaveFileBody
The save file body consists of the concatenation of the uncompressed chunks. For compression and chunk info, see Compressed Save File Body Format below. The body mainly consists of a list of game objects (actors and components), preceded by a list of headers for these objects.

Compressed Save File Body Format
Directly after the save file header, the save file body begins with a list of zlib-compressed chunks. Each compressed chunk has this format:

PropertyList
Properties contain very different types of information. Every property has a name, which has the basic data type String. The special property named "None" marks the end of a PropertyList. All other properties in a PropertyList also have a type, which has the basic data type String. After the "name" and the "type" strings, the type-specific part begins. For these, see the various "...Property" descriptions below.

TypedData
As part of an element in an ArrayProperty or "standalone" as the payload of a StructProperty, several custom types can occur. Note that the actual type is stated beforehand as a String, with a gap of 17 bytes to this structure. By default, the TypedData is just a PropertyList (see above), but there are some special structures:

Trivia

 * Creative Mode can be enabled by editing a save file, with third-party tools providing a GUI interface for doing so. Much like the 4-player limit for multiplayer, that there is no interface to change this option within the Satisfactory client indicates that this feature is unsupported.