
RunSaves
Save a run and continue it after quitting, a crash or a restart. Save from the pause menu (plus autosave each wave), resume from the lobby. Solo and multiplayer.RunSaves
Save a run and pick it up later: after quitting, a crash, or restarting the game. Works solo and in multiplayer.
Saving (host)
- Save Run in the pause menu.
- Autosave at the start of every wave, so a crash costs at most one wave. If a level-up shop is open, it waits until everyone has picked.
- If you already have a saved run and start a different one, autosave stays off so it doesn't replace your save. Press Save Run to save over it.
- Optional save key (off by default, see config).
A save holds:
- the world, loop and wave;
- the party level and XP;
- revives;
- every player's spells and upgrades: stat upgrades, spell upgrades, infusions, spell variants, artifacts and final upgrades.
Restoring (host)
- In the lobby, a Saved Run panel shows the world, wave, level and players. Press Resume.
- Everyone rejoins and picks the same wizards as before.
- Start a run in the same world.
The run jumps to the start of the saved wave. Each player's spells are re-equipped, then every upgrade is replayed through the game's own upgrade system, so builds come back exactly as they were. The party level, XP and revives are set last. It takes a few seconds at the start of the run.
Players are matched by their Steam/Epic account. Someone on a different account gets the build saved for the same wizard.
What isn't saved
- The moment itself. Enemies on screen, an objective halfway done and orbs on the ground aren't saved. The saved wave starts fresh.
- Health (everyone starts full), and gold picked up during the run.
- Curses and starting stats. These aren't saved because the game applies them again when the run starts, so pick the same difficulty.
Multiplayer
Everyone needs the mod. A player's equipped spells can only be changed by their own game, so the host asks each player's game to re-equip them. If someone doesn't have the mod, their stats and artifacts still come back but their extra spells (and those spells' upgrades) don't.
Config
| Section | Setting | Default | What it does |
|---|---|---|---|
| General | Enabled | true | Turn saving and restoring on or off. |
| Saving | AutosaveEachWave | true | Save when each new wave starts. |
| Saving | ShowAutosaveMessage | true | Show a short message on autosave. |
| Saving | ClearSaveWhenRunEnds | true | Delete the save when the run is won or lost. Quitting or crashing keeps it. |
| Saving | PauseMenuButton | true | Add Save Run to the pause menu. |
| Saving | SaveKey | (empty) | Optional key to save, e.g. F5. |
| Restoring | LobbyPrompt | true | Show the saved run in the lobby. |
The save is stored in BepInEx/config/RunSaves/save.json, and the one before it is kept as save.prev.json.
Works with MoreWizards, StarterSpells, TripleInfusion, ReviveRegen and BetterNetcode.