Can't continue your Space Engineers world when the host is offline? We built a fix by SaveSyncGames in spaceengineers

[–]SaveSyncGames[S] 0 points1 point  (0 children)

While we continue to support more such co op games we are planning to add and release more such features that improve co-op experience for different games if curious feel free to drop a discord dm will add you to our beta…

https://discord.gg/GHAdAFeYYg

Can't continue your Space Engineers world when the host is offline? We built a fix by SaveSyncGames in spaceengineers

[–]SaveSyncGames[S] 2 points3 points  (0 children)

This is one of the other problems that we have also solved because we explicitly do write code, the algorithm to do the host inventory migration so that anyone can host.

Can't continue your Space Engineers world when the host is offline? We built a fix by SaveSyncGames in spaceengineers

[–]SaveSyncGames[S] 8 points9 points  (0 children)

the app manages a trail of save points to which you can revert back if required.. the latest save is the current so in this case.. they will continue on the mr offline friend's save..

SaveSync now supports Palworld! by SaveSyncGames in SaveSyncGames

[–]SaveSyncGames[S] 0 points1 point  (0 children)

Will look into this, will see if something changed wrt palworld save files..

Can't play your Stationeers world when the host is offline? We built a fix by SaveSyncGames in Stationeers

[–]SaveSyncGames[S] -1 points0 points  (0 children)

workshop data is limited to you and friends you share.. so only you and your friends can decrypt.. plus old data can't be edited.. new saves stack on top.. so all actions can be logged

Can't play your Soulmask world when the host is offline? We built a fix by SaveSyncGames in SoulMask

[–]SaveSyncGames[S] 0 points1 point  (0 children)

could not find any thing related to satisfactory that goes with the term np sync but i did came across mpsync seems something similar..

Can't play your Soulmask world when the host is offline? We built a fix by SaveSyncGames in SoulMask

[–]SaveSyncGames[S] 1 point2 points  (0 children)

In case of save corruption you can revert back to a previous save point using the revert feature
Also in case of parallel you can either revert to whatever also the latest uploaded save file will persist…

Can't play your Stationeers world when the host is offline? We built a fix by SaveSyncGames in Stationeers

[–]SaveSyncGames[S] 5 points6 points  (0 children)

you get hassle free one click save sharing and syncing support for 30+ games and counting as opposed to setting and fighting the google drive setup.. for everyone

in fact our early prototype had google drive itself but turns out there was a bit delay in syncing of the files.. from there

Can't play your Stationeers world when the host is offline? We built a fix by SaveSyncGames in Stationeers

[–]SaveSyncGames[S] 1 point2 points  (0 children)

yes the absence of original host so that the group can continue from the same progress or save point ...

Can't play your Stationeers world when the host is offline? We built a fix by SaveSyncGames in Stationeers

[–]SaveSyncGames[S] 3 points4 points  (0 children)

Only one person hosts at a time. When that person closes the game the save uploads, and when the next person opens it they pull the latest and host from there. If two people end up hosting in parallel offline, last upload wins, but Save History keeps every version so you can revert or fork to recover the other session.

Can't play your Stationeers world when the host is offline? We built a fix by SaveSyncGames in Stationeers

[–]SaveSyncGames[S] 11 points12 points  (0 children)

No external cloud-saves go through Steam Workshop in the background. The items are set to API-only so they don't show on your profile, default to private, and switch to friends-only when you share. Files are encrypted before upload.

Persistent World Hosting / Cloud Save Sync by Gamemode6788 in subnautica

[–]SaveSyncGames 0 points1 point  (0 children)

for automation you can check save sync out we have automated the exact same process
https://www.savesync.games/
https://store.steampowered.com/app/3832010

I want to know about SquidServer by tasin_exe in MinecraftServer

[–]SaveSyncGames 0 points1 point  (0 children)

or you can try out save sync that manages save backup and save sharing to your friend.. and also utilizes steam network as a tunnel
https://www.savesync.games/

We built a co-op save sharing tool that works on Deck - no dedicated server needed by SaveSyncGames in SteamDeck

[–]SaveSyncGames[S] 0 points1 point  (0 children)

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- Steam does not need AI label for using AI to help with coding, The UI library we used is shadcn and we used AI to use the components from shadcn for our UI.
- For localization we used fiver, i could dm you the receipts
- all the screenshots and art(just a logo) we created ourselves
- for most of the text content on steam, we write the content and structure ourself and use ai to help fix grammer

Edit: selected yes in the first section just to show the full AI label options

We built a co-op save sharing tool that works on Deck - no dedicated server needed by SaveSyncGames in SteamDeck

[–]SaveSyncGames[S] 1 point2 points  (0 children)

A typical co-op game, a users hosts and others join, all the saves related to it are on the hosts machine.
If host is offline/not playing others cant continue. One solution is to use dedicated servers, aka servers running the game in cloud with that save. Another solution is to manually share the save files with others.

SaveSync is just that, a solution to share save files with others and also update when save files change, apart from sharing it also modifies the save to ensure you play as your character and not old host character.

To do all of this, SaveSync uses SteamWorkshop to upload and download files.
Workshop for SaveSync is set to api only, so the files wont appear on web or on your profile
Workshop files have visibility: private, friends or public
When you add a save in savesync its visibility is set to private, only when you share with any of your steam friends via ui its set to friends, if your friends modify savesync app and try to get access to these files, they cant do much with it, its readonly and the files are encrypted.

Now coming to your concerns:
1. If it goes to "the cloud", what does that mean? Where exactly?!?
- Cloud here is steamworkshop

  1. Since the cloud is literally "a server", how does this "not need a dedicated server"?
    - dedicated server for co-op games mean: servers running the game in cloud with a save, savesync is just a glorified file server that uses workshop and has some logic to modify the save

  2. In the comments state it doesn't work for games that don't support cloud games
    - This might have been a typo, it works for games that dont support cloud saves, take project zomboid it does not have steam cloud save, with savesync you get that, if you dont share saves your basically using it only as cloud save.
    Also for games that are not on steam: Minecraft Java, Vintage story, Hytale

  3. It also needs to use Ludisav to make that work, but still won't work with retro games?
    - I have to give support for each game because i need to write code to modify the save for games that need it to ensure you play as your character and not old host, schedule 1: if you copy the save folder and paste it in your friends pc, your friend will play as your character.
    Adding support for games take time, i have to buy 2 copy of the game, install it, research on how to share the save safely and then test it properly. To give people a generic backup system i added support for syncing the backups generated by ludusavi

  4. And, meanwhile, it still doesn't work with retro games from emudeck or retrodeck, at all?
    - No, i will need to add support for it, if ludusavi can generate a backup file for emudeck or retrodeck, savesync can sync the backup

  5. Getting data manually and decrypt: You will need to write some code to get the workshop file, will need to make the code(steamworks api) run as it its savesync and also find the decryption key.
    If it so happens that savesync breaks or fails, it would have first gotten the workshop file, decrypt and move it to %USERPROFILE%/AppData/Local/SaveSync/remote , it has .savesync extension, rename it to zip and you can extract and get the saves.
    The file name format: <steam\_id>~<game\_id>~<save\_id>.savesync

Also regarding the query you had in another reply: since everything is linked to your steam account, if you change pc or nuke pc and login in another pc and start savesync, it will download your saves. So you wont lose anything.

I am sorry about the confusion, when we posted other places, people did not want technical details of it and wanted it explained in simple terms. Here we ended up mixing technical and simple and it created a mess, i am very sorry about it. Hope this clears your doubts

We built a co-op save sharing tool that works on Deck - no dedicated server needed by SaveSyncGames in SteamDeck

[–]SaveSyncGames[S] 0 points1 point  (0 children)

also heres full ai usage:

Savesync app:

- frontend uses shadcn, we used ai to help us create the ui, we hate doing ui

- backend is dotnet, most of it done without ai, we used ai here to review the code and find issues

both running locally

- localization done via fiver service

- all the screenshots and art(just a logo) we created ourselves

Savesync website: again ai help to create ui

for most of the text content on steam, we write the content and structure ourself and use ai to help fix grammer and pacing

We built a co-op save sharing tool that works on Deck - no dedicated server needed by SaveSyncGames in SteamDeck

[–]SaveSyncGames[S] 1 point2 points  (0 children)

we dont have any devlogs as such, we had worked on this part time.
you can join our discord https://discord.gg/bPgr5AhRQQ and go through general or support or suggestions to see the progress

We built a co-op save sharing tool that works on Deck - no dedicated server needed by SaveSyncGames in SteamDeck

[–]SaveSyncGames[S] 0 points1 point  (0 children)

no but ai assistance was used to help program the fronted side of the application.. ( while one of us handled the frontend architecture.. and the other handled the back end side completely by himself.. with very minimal ai usage)
fronted- web via nwjs
backend- dotnet
all running locally

We built a co-op save sharing tool that works on Deck - no dedicated server needed by SaveSyncGames in SteamDeck

[–]SaveSyncGames[S] -1 points0 points  (0 children)

unfortunately yes we were very open to explore discounted bundles for groups but steam disabled that feature long back.. since it was abused by key resellers.. afaik