Auto-Cloud needs no code: Steam uploads the files the settings below match when the game exits and downloads them before it starts. Set it up in the Steamworks partner site, App Admin > Cloud.
Root paths
Add a root for the files of a Shipping build on Windows, which Rolly Save writes to %LOCALAPPDATA%\<Project>\Saved\SaveGames (Set where saves are kept):
| Field | Value |
|---|---|
| Root | WinAppDataLocal |
| Subdirectory | <Project>/Saved/SaveGames, with your project’s name |
| Pattern | <prefix>_*., with your File Prefix, such as mygame_*.; *. also syncs Enhanced Input’s key files and Rolly Settings’ files |
| OS | Windows |
Development builds write their saves next to the game: add a root of App Install Directory with the subdirectory <Project>/Saved/SaveGames to test them.
Keep the pattern wide enough for every file of a save: a slot’s two copies (_a.sav, _b.sav), the profiles and the slot index. Syncing only some of them makes a slot load an older copy or miss from the slot list until it is loaded by name.
Quotas
| Quota | Set it to |
|---|---|
| Files per user | 2 per slot the game can make (manual slots, quick, each autosave slot, checkpoint, resume) + 2 per profile + 2 for the slot index |
| Bytes per user | Twice the size of all of them at their largest |
A file past a quota is not uploaded; the copy on the other computer stays as it was.
What Steam does on its own
- Steam syncs as the game starts and exits, and with Dynamic Cloud Sync also as the Steam Deck goes to sleep. A save interrupted by sleep can upload a damaged copy; the slot’s other copy loads (Check that saves survive a crash).
- When both computers changed the files since the last sync, Steam shows its own dialog and the player picks one side. Rolly Save then loads what is on disk.
- Use Auto-Cloud or a cloud storage backend of your own, not both, or the two overwrite each other’s files.