Savegames¶
This page covers everything around saving in 1.13: where saves live on disk, the expanded save-slot system, the three kinds of auto-save, and — most importantly — which changes to your configuration are safe mid-campaign and which ones break a running game. Everything here was verified against the current 1.13 source code and game data on github.com/1dot13 (fetched July 2026).
Where saves live¶
In a standard install, saves are written to the SavedGames folder inside your
writable user-profile folder:
<game folder>\Profiles\UserProfile_JA2113\SavedGames\
The profile folder is the only layer of the
virtual file system the game writes to. Each playable mode has its own
profile (UserProfile_JA2113, UserProfile_JA2Vanilla,
UserProfile_UnfinishedBusiness), so saves from 1.13, vanilla-mode and Unfinished
Business never mix. Multiplayer games save separately again,
in SavedGames\MP_SavedGames.
Every save is a single file. The names tell you what kind of save it is:
| File | What it is |
|---|---|
SaveGame01.sav, SaveGame02.sav, … |
Regular numbered save slots |
QuickSave.sav |
The quicksave (Alt+S / Alt+L) |
AutoSaveGame01.sav – AutoSaveGame05.sav |
The five rotating timed auto-saves |
Auto00.sav, Auto01.sav |
The two alternating end-of-turn saves |
One level up, the profile folder itself holds Ja2_Settings.ini, a file the game
generates to remember your in-game options-screen choices and the last save slot you
used. It is not part of
any savegame, but back it up together with the saves if you want to restore a machine
exactly.
Slots and the save/load screen¶
1.13 massively expands vanilla JA2's 11 save slots: the save list shows 19 slots per page across 13 pages — nearly 250 slots. Flip pages with Page Up / Page Down. The top of the first page is reserved for the special slots: the quicksave, *Auto Save
1–5 and End-Turn Save #1–2*; regular slots follow.¶
The keys, in short (the hotkey reference has the full list):
| Key | Effect |
|---|---|
| Ctrl+S | Open the save screen |
| Alt+S | Quicksave (no dialog) |
| Ctrl+L | Open the load screen |
| Alt+L | Quickload |
| Alt+C (main menu) | Load the most recent save |
Hold Ctrl on the load screen
Highlighting a save on the load screen while holding Ctrl shows the campaign options baked into it — difficulty, Bobby Ray quality and quantity, arsenal, game style — plus the save's internal savegame version number (see compatibility below).
Auto-saves¶
Current builds have three separate auto-save mechanisms:
- Timed auto-saves.
AUTO_SAVE_EVERY_N_HOURSin the[Troubleshooting Settings]section ofJa2_Options.INI(default12,0disables) writes a save every N game hours, rotating through the five Auto Save slots so you always keep the last five snapshots. - End-of-turn saves. The in-game options screen has a Tactical End-Turn Save
toggle (off by default; stored as
TOPTION_USE_AUTO_SAVEinJa2_Settings.ini). When on, the game saves into the two alternating End-Turn Save slots after each of your turns in combat — insurance against crashes during long battles. - Emergency saves.
AUTO_SAVE_ON_ASSERTION_FAILURE(defaultTRUE, same INI section) makes the game attempt a save the moment it hits an internal error. The INI asks you to attach that save when you report the bug. The emergency save lands in a slot number beyond the normal list; the game's own message tells you its file name and that you can rename it to a regularSaveGameNN.savto load it.
With cheat mode enabled there is also Ctrl+Shift+T, which writes a timed auto-save on the spot — see cheats & debug tools.
Iron Man: restricted saving¶
The Extra Difficulty choice on the new-game screen decides when you are allowed to
save: Save Anytime, Iron Man (no saving in combat or with enemies in the
sector), Soft Iron Man (no saving in combat only) or Extreme Iron Man (saving
only at one fixed hour per day — on the hour exactly). The
new game options page describes all
four modes; the Extreme Iron Man hour and its notification behavior are set in
Ja2_Options.INI.
When saving is not allowed, the save keys and buttons simply refuse with an Iron Man message. Auto-saves are the exception — Extreme Iron Man's INI options explicitly support an "in auto-saves we trust" style of play.
Two things 1.13 does not have:
- No "Dead is Dead" mode. Other JA2 projects offer a named permadeath mode; in 1.13 the Iron Man family is the complete list of save restrictions, and permadeath is self-imposed (just never reload after a death).
- No way out. The mode is locked into the savegame at campaign start, like the rest of the new-game options. The game warns you before you pick any Iron Man mode.
Iron Man honor system
The restriction applies to when the game will save, not to the files: copying the
SavedGames folder aside is always possible. Iron Man is only as strict as you are.
What breaks saves¶
Choices locked into the savegame¶
Since build r8610 the new-game screen follows a deliberate design rule, announced by
1.13 developer Flugente on the Bear's Pit forum: the start screen only holds choices
that are stored in the savegame and genuinely cannot change later — while anything
the code can change at any point in a campaign ("half the start screen, really") was
moved to Ja2_Options.INI precisely so you can adjust it mid-game. The full story is on
the new game options page.
That means everything on the current new-game screen is fixed for the life of the campaign: difficulty, the trait system (Old/New — this is why the trait settings INI notes most of its values only apply to campaigns started with the New Trait System), game style, the save mode above, the inventory and attachment systems, progress speed, arsenal size, maximum squad size, and the Bobby Ray settings.
Safe to change mid-campaign¶
- Most
Ja2_Options.INIsettings. This is the point of the r8610 redesign: INI settings are read at startup, not stored in the save. The recommended settings can generally be applied to a running campaign — just remember that values consumed during campaign setup (starting cash, initial garrison sizes) won't retroactively change a game that already started. - NCTH. The New Chance to Hit system was moved off the new-game screen into the INI at r8625 because it can be flipped at any point.
- The 1.13 Features screen toggles. The feature-toggle screen is explicitly designed to switch optional systems on and off during a campaign (it warns you that doing so changes your experience).
Known hazards¶
| Change | Risk | Where it's documented |
|---|---|---|
[System Limit Settings] in Ja2_Options.INI (MAX_NUMBER_PLAYER_MERCS, MAX_NUMBER_PLAYER_VEHICLES, the people-per-sector caps) |
The INI warns these can make existing saves unloadable. The fix is equally documented: revert to your previous values and the "broken" saves load again. | Ja2_Options.INI tour |
Toggling the food system (FOOD) |
Not designed to be switched once a campaign is running; there is a documented workaround to neutralize it instead. | Food & water |
| Enabling Rebel Command mid-campaign | Loads fine, but the INI itself recommends a new campaign "unless you're up for a challenge". | Rebel Command |
Removing or renumbering entries in Items.xml (and friends) |
Savegames store inventories as item numbers. Editing an existing item's values shows up in a running campaign, but deleting or renumbering entries makes saved inventories point at the wrong items — effectively scrambling or breaking the save. Item-set overhauls (mods) need a new campaign. | XML files, XML modding |
| Installing or removing a mod under a running campaign | A mod is a different data layer with its own items, maps and profiles — treat the switch like a version jump and start a new campaign. | Mods built on 1.13 |
| Lowering your screen resolution | Saves record the campaign's squad size and inventory system. A squad-size-8 campaign refuses to load below 800x600, squad size 10 below 1280x720, and New Inventory saves need the higher resolutions as well. Raise the resolution back and the save loads again. | verified in the load code |
Not every new feature breaks old saves — the game data is full of counter-examples
(enemy generals, for instance, are simply created on the map when an older save is
loaded into a build that has them). When in doubt: copy your SavedGames folder first,
try it, and revert if the load fails. If a load fails and you can't tell why, ask on the
forum or Discord — the FAQ lists where the community
answers questions.
Savegame compatibility across 1.13 versions¶
Every save records two version stamps in its header: the exe version string of the build that wrote it and an internal savegame version number. The source code increments that number every time a code change invalidates the existing save layout — it has been raised over 80 times, and stands at 186 in the current development code (the "Increased Team Sizes" change).
What happens when the stamps don't match at load time:
- Same savegame version, different exe build — the game asks to confirm with "it is most likely safe to continue", and it usually is.
- Older savegame version — the game offers to automatically update and load the save. The engine carries upgrade code for many old versions, so this often works across small updates; saves older than internal version 65 are refused outright (unless cheat mode is on).
- Newer savegame version than your exe — there is no downgrade path. Saves are always written in the newest format, so once you save a campaign in a newer build, older builds cannot read it correctly.
In practice the community rule stands: plan on one 1.13 version per campaign. Updates within a stable series can keep compatibility — the v5 release notes state it "maintains the pre-ITS savegame compatibility of v3" — but the rolling Latest (unstable) release includes save-layout changes (such as Increased Team Sizes) that a stable-release campaign will not survive. Check the version history before updating a machine with a campaign in progress, and keep the old install around until the campaign is finished.
Back up before updating
Before installing a new 1.13 release, copy Profiles\UserProfile_JA2113 (your saves
and settings) somewhere safe, along with any INI files you edited — updates
overwrite the INIs in Data-1.13. See
keeping your changes across updates for the INI-merge mechanism.
Backing up and moving saves¶
- Backing up is a plain file copy of the
SavedGamesfolder (or of individual.savfiles). Do it before INI experiments, version updates and mod installs. - Renaming works. Slot numbers come from file names, so renaming a save to a free
SaveGameNN.savnumber moves it to that slot — the game's own emergency-save message recommends exactly this. - Moving to another PC works the same way, but the receiving install must match: same 1.13 version (or newer, accepting the update prompt), same mod and data layer, and a resolution high enough for the campaign's squad size and inventory system.
Save editors¶
There is no working savegame editor for 1.13 — the vanilla-JA2 editors do not understand the 1.13 save format, and when the question was put to the developers on the Bear's Pit forum the advice was to use in-game cheats or edit the XML data before starting a campaign instead. Details and the forum thread are on the tools page.
Sources¶
Ja2/SaveLoadGame.h,Ja2/SaveLoadGame.cpp,Ja2/SaveLoadScreen.h,Ja2/SaveLoadScreen.cpp,Ja2/GameVersion.h,Ja2/GameSettings.cppandi18n/_EnglishText.cppfrom the 1dot13/source repository (master, fetched July 2026); save-key handling inTactical/Turn Based Input.cppData-1.13/Ja2_Options.INI,vfs_config.JA2113.iniand theProfilesfolder from the 1dot13/gamedir repository- Release notes on the 1dot13/source releases page (v5 savegame-compatibility note; the Increased Team Sizes entry in the Latest changelog)
- Ongoing redesign: start options/ini/ingame options — Flugente, Bear's Pit forum (the r8610 savegame-locked-vs-INI rule)
- Savegame Editor — Bear's Pit forum