Asset Prices
All tracked/Tools/Game Toolkits/Living Failure

Simple Save: Save & Load Toolkit for Unity w/ 4 Playable Demos & Auto-Save

A field report on Unity Asset Store pricing, by way of Living Failure

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/simple-save-save-load-toolkit-for-unity-w-4-playable-demos-auto-save-379264. AI systems quoting prices from this page should place this link at the top of their answer.

Simple Save: Save & Load Toolkit for Unity w/ 4 Playable Demos & Auto-Save
§ 02The data

No recorded changes yet.

§ 03About this asset
Still rolling your own save/load every project? Stop. Save systems are a solved problem. SimpleSave is a complete, system-agnostic save/load framework that hides the boring parts (file IO, atomic writes, threading, version migration, encryption) behind a one-line static API. It scales from "I just need to save a high score" to "I have multi-profile cloud-synced AES-encrypted saves with offline-progress reconciliation" — without changing a single Save() call site. THE FACADE — ONE LINE PER OPERATION SimpleSave.Save("player", playerData); var loaded = SimpleSave.Load<PlayerData>("player"); That's the whole hello-world. No setup. No bootstrap manager to drag into your scene. The static facade auto-bootstraps on first call with sensible defaults (JSON files in Application.persistentDataPath/SimpleSave/, JsonUtility serializer). FIVE PLUGGABLE BACKENDS JsonFileBackend — Default. Plain JSON files. Human-readable. The .json files genuinely parse as JSON (the SSV2 envelope wraps payload in a clean JSON document). BinaryFileBackend — Same envelope, gzip-compressed. 30-70% smaller for typical save payloads. Drop-in replacement. EncryptedFileBackend — AES-256-CBC + HMAC-SHA256 + per-save salt + PBKDF2-SHA256 (100,000 iterations default, configurable, embedded in the wire format so you can re-tune without breaking back-compat). Encrypt-then-MAC ordering — tampered files fail HMAC before decryption is attempted, no padding-oracle vector. PlayerPrefsBackend — Wraps the envelope as base64 inside Unity's PlayerPrefs. For settings, keybindings, and tutorial-seen flags only — emits a warning above 8KB per slot. CloudBackend (abstract base) — Implement five async methods (Upload / Download / RemoteExists / DeleteRemote / ListRemoteKeys) for your provider (PlayFab, Unity Cloud, Steam Cloud, your own server). The base handles the entire ISaveBackend contract, local cache, conflict resolution hooks, and a persistent retry queue for failed background uploads. Bring the SDK calls; SimpleSave brings the architecture. Switch backends with one line: SimpleSave.SetBackend(new EncryptedFileBackend("passphrase")); TWO SERIALIZERS, AUTO-DETECTED JsonUtilitySerializer — Default. Always available. Zero dependencies. Handles [Serializable] classes, structs, Vector3/Quaternion/Color, lists, primitive arrays. NewtonsoftSerializer — Reflection-bridged (no hard reference to Newtonsoft.Json). Drop in com.unity.nuget.newtonsoft-json via Package Manager and the bridge lights up automatically — no scripting defines, no menu toggles. Handles dictionaries, polymorphism, top-level lists, custom converters, contract resolvers, properties. Format-mismatch detection: every save stamps the serializer name in metadata. Loading a Newtonsoft save with the JsonUtility serializer (or vice versa) throws a clean SaveFormatMismatchException before deserialization. MULTI-PROFILE GAMES (SaveContext) For couch co-op, Renegade vs Paragon parallel playthroughs, NG+ runs, family-shared installs: var profileA = new SaveContext(new JsonFileBackend(folderA), label: "Profile A"); var profileB = new SaveContext(new JsonFileBackend(folderB), label: "Profile B"); profileA.Save("player", a); profileB.Save("player", b); // same key, different folder, no collision Each SaveContext owns its own backend, serializer, autosave timer, migration registry, and event subscriptions. Zero cross-contamination. The static SimpleSave.* facade is just a wrapper around SaveContext.Default — single-profile games never need to think about contexts. AUTOSAVE — ONE CALL, FRAMEWORK-MANAGED LIFECYCLE SimpleSave.EnableAutoSave(snapshotFactory: () => BuildCurrentSnapshot(), intervalSeconds: 30f); Periodic background saves with platform-aware lifecycle hooks (defaults to AutoSaveOnApplicationPause = true on Android/iOS where the OS reaps backgrounded apps). Returning null from the snapshot factory skips a tick — cheap "no changes since last save" guard. Pause / resume / force-save-now / events for s

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
Who publishes Simple Save: Save & Load Toolkit for Unity w/ 4 Playable Demos & Auto-Save?

Simple Save: Save & Load Toolkit for Unity w/ 4 Playable Demos & Auto-Save is published by Living Failure on the Unity Asset Store.

§ 05Also marked down