Ludusavi is a tool for backing up your PC video game save data, written in Rust. It is cross-platform and supports multiple game stores.
WINIT_X11_SCALE_FACTOR
environment variable to 1
.This tool uses the Ludusavi Manifest for info on what to back up, and it will automatically download the latest version of the primary manifest. The data is ultimately sourced from PCGamingWiki, so please contribute any new or fixed data back to the wiki itself, and your improvements will be incorporated into Ludusavi's data as well.
If you'd like to help translate Ludusavi into other languages, check out the Crowdin project.
You can install Ludusavi one of these ways:
Download the executable for your operating system from the releases page. It's portable, so you can simply download it and put it anywhere on your system. If you're unsure, choose this option.
On Windows, you can use Scoop. To install, run:
scoop bucket add extras
scoop install ludusavi
To update, run:
scoop update
scoop update ludusavi
For Linux, Ludusavi is available on Flathub.
Note that it has limited file system access by default (~
and /run/media
).
If you'd like to enable broader access, see here.
If you have Rust, you can use Cargo. To install or update, run:
cargo install ludusavi
On Linux, this requires the following system packages, or their equivalents for your distribution:
sudo apt-get install -y gcc cmake libx11-dev libxcb-composite0-dev libfreetype6-dev libexpat1-dev libfontconfig1-dev
If you are on Windows:
If you are on Mac:
How to open an app [...] from an unidentified developer
.Click to expand
You can press preview
to see what the backup will include,
without actually performing it.
If you do a preview, then Ludusavi will use that list of games for the next backup, so that the next backup doesn't have to do another full scan.
The gear icon will reveal some additional options:
You can press back up
to perform the backup for real.
_
. In rare cases, if the whole name is invalid characters,
then it will be renamed to ludusavi-renamed-<ENCODED_NAME>
.mapping.yaml
file that
Ludusavi needs to identify the game.When using the simple backup format, there will be some drive folders
(e.g., drive-C
on Windows or drive-0
on Linux and Mac) containing the
backup files, matching the normal file locations on your computer.
When using the zip backup format, there will be zip files instead.
registry.yaml
file (or it will
be placed in each backup's zip file).
If you are using Steam and Proton instead of Windows, then the Proton *.reg
files will be backed up along with the other game files instead.Roots are folders that Ludusavi can check for additional game data. When you
first run Ludusavi, it will try to find some common roots on your system, but
you may end up without any configured. You can click add root
to configure
as many as you need, along with the root's type:
steamapps
and
userdata
subdirectories. Here are some common/standard locations:C:/Program Files (x86)/Steam
~/.steam/steam
D:/Epic
and it
creates a subfolder for D:/Epic/Celeste
, then the root would be D:/Epic
).%USERPROFILE%
,
Linux/Mac: ~
), it will additionally check this root. This is useful if
you set a custom HOME
to manipulate the location of save data.drive_c
.
Currently, Ludusavi does not back up registry-based saves from the prefix,
but will back up any file-based saves.You may use globs in root paths to identify multiple roots at once.
deselect all
button
(when all games are selected) or the select all
button (when at least
one game is deselected) to quickly toggle all of them at once.
Ludusavi will remember your most recent checkbox settings.Next to each game's name is an edit icon. Clicking this will create a custom game entry with the same name, allowing you to override that game's data. See the custom games section for more information.
The play icon will trigger an on-demand backup for that specific game.
There is also a globe icon, which will open the game's PCGamingWiki article so that you can quickly double check or update its information if needed.
Click to expand
restore mode
button.preview
to see what the restore will include,
without actually performing it.restore
to perform the restore for real.
mapping.yaml
file in order to identify each game. Subfolders without that file, or with an
invalid one, are ignored.registry.yaml
file, then the Windows registry
data will be restored as well.You can use redirects to restore to a different location than the original file.
Click add redirect
, and then enter both the old and new location. For example,
if you backed up some saves from C:/Games
, but then you moved it to D:/Games
,
then you would put C:/Games
as the source and D:/Games
as the target.
Tip: As you're editing your redirects, try running a preview and expanding some games' file lists. This will show you in real time what effect your redirects will have when you perform the restore for real.
Click to expand
custom games
button.add game
to add entries for as many games as you like.
Within each game's entry, you can click the plus icons to add paths
(files or directories) and registry keys.
C:/example/*.txt
selects all TXT files in that folder)
and the placeholders defined in the
Ludusavi Manifest format.Make sure to give the game entry a name. Entries without names are ignored, as are empty paths and empty registry keys.
If the game name matches one from Ludusavi's primary data set, then your custom entry will override it. This can be used to totally ignore a game (just don't specify any paths or registry) or to customize what is included in the backup.
other
button.Run ludusavi --help
for the full usage information.
Click to expand
CLI mode defaults to a human-readable format, but you can switch to a
machine-readable JSON format with the --api
flag. In that case, the output
will have the following structure:
errors
(optional, map):
someGamesFailed
(optional, boolean): Whether any games failed.unknownGames
(optional, list of strings): Names of unknown games, if any.overall
(map):
totalGames
(number): How many games were found.totalBytes
(number): How many bytes are used by files associated with
found games.processedGames
(number): How many games were processed.
This excludes ignored, failed, and cancelled games.processedBytes
(number): How many bytes were processed.
This excludes ignored, failed, and cancelled games.games
(map):
decision
(string): How Ludusavi decided to handle this game.
Possible values:
Processed
Ignored
Cancelled
files
(map):
failed
(optional, boolean): Whether this entry failed to process.ignored
(optional, boolean): Whether this entry was ignored.bytes
(number): Size of the file.originalPath
(optional, string): If the file was restored to a
redirected location, then this is its original path.duplicatedBy
(optional, array of strings): Any other games that
also have the same file path.registry
(map):
failed
(optional, boolean): Whether this entry failed to process.ignored
(optional, boolean): Whether this entry was ignored.duplicatedBy
(optional, array of strings): Any other games that
also have the same registry path.Note that, in some error conditions, there may not be any JSON output, so you should check if stdout was blank before trying to parse it.
Example:
json
{
"errors": {
"someGamesFailed": true,
},
"overall": {
"totalGames": 2,
"totalBytes": 150,
"processedGames": 1,
"processedBytes": 100,
},
"games": {
"Game 1": {
"decision": "Processed",
"files": {
"/games/game1/save.json": {
"bytes": 100
}
},
"registry": {
"HKEY_CURRENT_USER/Software/Game1": {
"failed": true
}
}
},
"Game 2": {
"decision": "Ignored",
"files": {
"/games/game2/save.json": {
"bytes": 50
}
},
"registry": {}
}
}
}
Ludusavi stores its configuration in the following locations:
%APPDATA%/ludusavi
$XDG_CONFIG_HOME/ludusavi
or ~/.config/ludusavi
~/Library/Application Support/ludusavi
Alternatively, if you'd like Ludusavi to store its configuration in the same
place as the executable, then simply create a file called ludusavi.portable
in the directory that contains the executable file. You might want to do that
if you're going to run Ludusavi from a flash drive on multiple computers.
If you're using the GUI, then it will automatically update the config file
as needed, so you don't need to worry about its content. However, if you're
using the CLI exclusively, then you'll need to edit config.yaml
yourself.
Here are the available settings (all are required unless otherwise noted):
Click to expand
manifest
(map):
url
(string): Where to download the primary manifest.etag
(string or null): An identifier for the current version of the manifest.
This is generated automatically when the manifest is updated.language
(string, optional): Display language. Valid options:
en-US
(English, default), fil-PH
(Filipino), de-DE
(German), it-IT
(Italian), pt-BR
(Brazilian Portuguese), pl-PL
(Polish), es-ES
(Spanish).
Experimental options that currently have graphical display issues:
ar-SA
(Arabic), zh-Hans
(Simplified Chinese).
roots
(list):
path
(string): Where the root is located on your system.store
(string): Game store associated with the root. Valid options:
epic
, gog
, gogGalaxy
, microsoft
, origin
, prime
,
steam
, uplay
, otherHome
, otherWine
, other
backup
(map):
path
(string): Full path to a directory in which to save backups.
This can be overridden in the CLI with --path
.ignoredGames
(optional, array of strings): Names of games to skip when backing up.
This can be overridden in the CLI by passing a list of games.merge
(optional, boolean): Whether to merge save data into the target
directory rather than deleting the directory first. Default: true.filter
(optional, map):excludeOtherOsData
(optional, boolean): If true, then the backup should
exclude any files that have only been confirmed for a different operating
system than the one you're using. On Linux, Proton saves will still be
backed up regardless of this setting. Default: false.excludeStoreScreenshots
(optional, boolean): If true, then the backup
should exclude screenshots from stores like Steam. Default: false.ignoredPaths
(list of strings): Globally ignored paths.ignoredRegistry
(list of strings): Globally ignored registry keys.toggledPaths
(map): Paths overridden for inclusion/exclusion in the backup.
Each key is a game name, and the value is another map. In the inner map,
each key is a path, and the value is a boolean (true = included).
Settings on child paths override settings on parent paths.toggledRegistry
(map): Same as toggledPaths
, but for registry entries.sort
(map):key
(string): One of name
, size
.reversed
(boolean): If true, sort reverse alphabetical or from the largest size.retention
(map):full
(integer): Full backups to keep. Range: 1-255.differential
(integer): Full backups to keep. Range: 0-255.format
(map):chosen
(string): One of simple
, zip
.zip
(map): Settings for the zip format.
compression
(string): One of none
, deflate
, bzip2
, zstd
.restore
(map):
path
(string): Full path to a directory from which to restore data.
This can be overridden in the CLI with --path
.ignoredGames
(optional, list of strings): Names of games to skip when restoring.
This can be overridden in the CLI by passing a list of games.redirects
(optional, list):source
(string): The original location when the backup was performed.target
(string): The new location.sort
(map):key
(string): One of name
, size
.reversed
(boolean): If true, sort reverse alphabetical or from the largest size.customGames
(optional, list):
name
(string): Name of the game.files
(optional, list of strings): Any files or directories you want
to back up.registry
(optional, list of strings): Any registry keys you want to back up.Example:
yaml
manifest:
url: "https://raw.githubusercontent.com/mtkennerly/ludusavi-manifest/master/data/manifest.yaml"
etag: null
roots:
- path: "D:/Steam"
store: steam
backup:
path: ~/ludusavi-backup
restore:
path: ~/ludusavi-backup
Ludusavi also stores manifest.yaml
(info on what to back up) here.
You should not modify that file, because Ludusavi will overwrite your changes
whenever it downloads a new copy.
There are other excellent backup tools available, but not a singular cross-platform and cross-store solution:
Please refer to CONTRIBUTING.md.