Saves and a continuing world: what persists, checkpoints, and demo transfer

What persists, how do checkpoints work, and how do I transfer demo progress?

What persists

Everything that matters to your story: your trainer, party and storage, inventory, tutorial progress, the places you have visited, world changes, and the continuity history the AI uses to keep new content consistent with what already happened. Credentials and session tokens are never part of a portable save.

Autosave and checkpoints

The game autosaves after every settled action—there is no save button you must remember. On top of that, checkpoints are named snapshots you create deliberately (before a risky fight, before promoting the preview, before inviting friends). A run is one continuing world; checkpoints let you fork it or roll back without losing the main line.

In the browser demo, autosave lives in IndexedDB and resumes in the same browser. If storage is unavailable the game tells you it is in temporary-session mode—export before closing.

Transferring demo progress

From the demo's edge-of-world or tutorial-complete prompt, choose Export progress to download a versioned JSON save. In the local game, the host uses the import action, picks the file, and the game validates it—file size, schema, versions, references, and gameplay bounds—then creates a new isolated run. Your existing local saves are never touched, and a corrupt or unsupported file changes nothing.

Imported maps are recreated from the bundled Willow Valley pack the file was exported from, so the local game does not need the browser's copy of anything. You get fresh local credentials, can keep playing the five maps immediately, and unlock full generation through the normal Codex consent flow.

What does not transfer

Accounts (there are none), other players, and anything machine-local: credentials, tokens, and filesystem paths never leave the exporting browser. Multiplayer worlds belong to the host machine and are shared by playing, not by exporting.

Common stumbling points

  • Export during a battle is refused—finish the battle first, then export from a settled state.
  • Import is host-only; players who joined over the network cannot import.
  • An imported run is a new run. Look in the save browser if the world does not open automatically.

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