Advanced, at-your-own-risk. This article describes the raw files on disk.
At a glance
Format and side files
Saves are plain JSON files, one per campaign autosave (roughly 1-2 MB each). Alongside them live:
SaveHeaderCache.jsonholds cached header metadata for the load menuUserCampaignLog.jsonis the campaign counterUserSetting.jsonholds graphics, sound and keybindings
Where saves live
- macOS (native Steam build):
~/Library/Application Support/CanOpener/Dungeon Settlers/Saves/(the Early Access build, DS_B.0.4.11 onward) - Windows:
%USERPROFILE%\AppData\LocalLow\CanOpener\Dungeon Settlers\Saves\(the product name lost its "(Alpha)" / "(Playtest)" suffix with the Early Access release)
Under CrossOver/Wine on a Mac the Windows path resolves to ~/Library/Application Support/CrossOver/Bottles/<bottle>/drive_c/users/crossover/AppData/LocalLow/CanOpener/Dungeon Settlers/Saves/.
The old demo and playtest builds used other folders:
~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/~/Library/Application Support/CanOpener/Dungeon Settlers (Playtest)/Saves/
Top-level keys
| Key | Holds |
|---|---|
CampaignSaveHeader | Day, version, difficulty, playtime, current region |
CampaignSettingSaveData | Game speed, camera, seed, scenario type |
EntityContainerSaveData / EntityComponentSaveData | Every unit, building and item, with per-entity component data (stats, affecters, skills) |
PlayerUnitsSaveData | Skill trees, learned skills, skill points, quick slots |
ClanSaveData | Clan name, |
RawMapContainerSaveData / RawBaseSaveData / RawDungeonSaveData | Map grids, settlement, and the current dungeon layout (rooms, floor, phase) |
TimeSaveData | The master clock (day / hour / min / tick) |
EnvironmentSaveData | Per-region weather/effects and depletion counters |
QuestContainerSaveData | Completed, active and pending quests |
ResearchSaveData / FarmingCropSaveData | Research progress and crops |
Inscription rerolls
Level-up inscription choices are generated when you press Pray (opening the screen only clears the old result). They are not stored in the save.
Beyond the built-in Retry button, saving before a prayer and reloading rerolls all 5 choices. Iron Mode is the exception: the save keeps a per-unit prayer count and the roll uses a fixed seed, so a reload gives the same result.
Edits to avoid
RawDungeonSaveData.Rooms or the RawMapContainerSaveData grids, for example by setting them to {}. The game treats an empty dict as "there is data to restore", finds nothing, and hangs in an infinite load. Let the game discard stale dungeon data itself.- Don't edit a save while the game is running. The next autosave overwrites your work.
- A region's
IsLockedflag is loaded exactly as saved. Setting the previous region'sIsCleareddoes not open the next region on load (How Regions Unlock). - Deleting a campaign in-game also deletes its autosave file. Keep external backups of anything you care about.