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Hi! I just released  87 Save System, a save/load plugin for Godot 4 born from a bad habit:

reimplementing the same serializer in every project.

  What it does

One autoload singleton (`SaveSystem`), three slots stored as plain JSON, and two ways to

serialize any node:

1. Implement `save_data() -> Dictionary` / `load_data(data)` — full control

2. Attach a `SaveConfig` resource listing node paths + property names — zero code, done in

   the Inspector

Both styles walk the same scene tree (`saveable` group), so you can mix them freely in one

scene — the demo does exactly that.

There's also an editor dock with 3 slot rows (file size + timestamp at a glance), quick

Save / Load / Delete on the edited scene, and a "Open Saves Folder" button.

  What it is not

It's not a cloud system, not a binary format, and not a migration framework (yet). It's the

boring, reliable layer you build those on top of: readable JSON, clear API, no magic.

  File format

```json

{

  "version": 1,

  "timestamp": 1712345678,

  "scene": "res://demo/demo.tscn",

  "nodes": {

    "Player": { "position": { "__type": "Vector2", "x": 400, "y": 400 }, "score": 1 },

    "Coins/Coin1": { "collected": true }

  }

}

```

  Roadmap ideas for v0.2

- Save-format migration (version bump + adapter hooks)

- Optional cloud-slot abstraction (bring your own backend)

- Save-slot thumbnails for your own UI

MIT, pay what you want, full source in the zip. Feedback is very welcome — especially what

breaks first in a real project.

Updated 4 days ago
Published 10 days ago
StatusReleased
CategoryTool
Author87 Analytics
TagsGodot, plugin, tool
AI DisclosureAI Assisted, Code

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Download NowName your own price

Click download now to get access to the following files:

save_system_v0.1.0.zip 490 kB

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