Skip to main content

Mods and save games

  • Saves made without mods are fully compatible with mods. Installing a mod mid-campaign is safe: new symptoms join the day pool and new auto-granted tools arrive starting from the next day. Same-key replacements (skins, symptoms, tools) apply even to NPCs restored from an existing save.

  • Removing a mod never loses the save slot. The save stores mod content by GameplayTag/key, not by hard object reference, so a missing mod degrades silently instead of corrupting the save.

  • Auto-included symptoms and auto-granted tools also appear in the official campaigns. Use Manual Grant if a tool should exist only in your campaign. Saves of a mod campaign require that mod.

  • If your mod writes its own save slots, use unique slot names prefixed with your mod name, and never touch the game's slots.

What "degrades" means​

For a save made with the mod and loaded without it:

  • mod symptoms disappear from already-generated NPCs (an infected visitor may look clean for that day);
  • mod tools vanish from the tool wheel;
  • replaced base content reverts to the original assets.

Recommendation for players​

Subscribe and unsubscribe between campaigns, or at least between days, not mid-day. Tell your mod's users the same on its mod.io page.