The Battle Auto-Backup system automatically creates save file snapshots before and after every enemy encounter. These snapshots are stored separately from your normal save files so they are never overwritten by regular saving. If something goes wrong — a crash, a desync, a missed event, or a run-ending mistake — you can restore any of the last 50 combat checkpoints directly from the multiplayer menu.
Two snapshots are created for every battle:
Backup filenames include a timestamp and the enemy group name so they are easy to identify:
20260404_153022_045 - before enemy - Crow Mauler.rpgsave
20260404_153045_210 - after enemy - Crow Mauler.rpgsave
Backups are saved inside your game folder at:
save/autobackups/file{N}/
Where {N} is the number of the save slot that was active when the battle happened.
For example, if you are playing on Save Slot 1, all backups go to save/autobackups/file1/.
Backups are completely separate from your normal save files. They are never overwritten by regular
in-game saving, quick saving, or auto-syncing. Your normal save in save/file1.rpgsave is not touched.
Each save slot keeps a rolling window of the 50 most recent snapshots (across both "before" and "after" entries). When a new backup would exceed 50, the oldest file is deleted automatically. This means you always have at minimum 25 full before/after pairs available.
The recovery scene has three panels:
Restoring a backup overwrites your current file{N}.rpgsave with the selected snapshot.
The recovery scene will confirm success in green, or show an error in red if something went wrong.
Important: After restoring, return to the main menu and use Load Game to actually load the restored save. Restoring only writes the file — it does not automatically load it into the game.
| Situation | Which Backup to Restore |
|---|---|
| Game crashed during a battle | before enemy (most recent one) |
| Desync happened mid-fight in multiplayer | before enemy for the desynced battle |
| You won a battle but then something broke | after enemy for the battle you won |
| Player died and wants to retry | before enemy for the fatal battle |
| Wrong item was used and the battle ended | before enemy for that battle |
Backups are created using the host's active save slot. In multiplayer, the host's save slot is what determines which backup folder is used. Clients do not independently generate backups. When the host restores a backup, they should then load the game normally so the restored state syncs to all clients when a new session is started.
Because backups are plain .rpgsave files in save/autobackups/, you can also manage them
manually in Windows Explorer. You can copy them to a safe location before restoring, keep particular snapshots
permanently by moving them out of the folder, or inspect them with RPG Maker MV save editors.