Wayward Souls

Wayward Souls

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How Do You Save & Exit?
Is there a save option somewhere that I'm missing, or is it those shrines that teleport me to the start of the stage to save progress?
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Showing 1-15 of 16 comments
kantal Jul 17, 2018 @ 3:24am 
I have the same question
bhoylhogro Jul 17, 2018 @ 4:37am 
Saving is on the to-do list on the features to work on. Check the pinned post for the Trello list of the dev planning and WIP.
[ Rizno . 雨 ] Jul 17, 2018 @ 9:29am 
Save & Exit would be highly desirable! This would be a great game to pick up and quick play if the feature were to be added. :happypug:
Originally posted by :
Aren't you suppose to do 5 floors and when you complete the last one it saves?

It's a rougelike so?

I had played for a good half-hour with multiple characters, and after I got done with one floor I assumed it autosaved my current progress. My overall progression is still there but not the current progress. I often play these kind of games for half-an-hour or an hour, then take a break.
Last edited by Brian (The Schmaltzy Cynic); Jul 17, 2018 @ 12:46pm
Rocketcat Games  [developer] Jul 17, 2018 @ 3:46pm 
We need to do something for this, mostly because of the longer modes. Eventually it gets to 20 floors, or Endless floors. It's planned but not in yet.
ClassicVinyl Jul 19, 2018 @ 6:55pm 
Cool then off the wishlist it goes, no save = no buy. Fanboi's hate all you want cause I don't care.
bhoylhogro Jul 20, 2018 @ 7:30am 
Originally posted by ClassicVinyl:
Cool then off the wishlist it goes, no save = no buy. Fanboi's hate all you want cause I don't care.
Nah, it's a legitimate criticism. I was also concerned about this during closed beta testing for the Endless mode. Since they're working on it, expect to be eventually added.
Sr K4SiNO Jul 20, 2018 @ 1:32pm 
Please add the option for save&quit,i was on the fallen kingdom and there are 8 floor really tough and i had to leave in a very good run... and a brightness option too xD
Last edited by Sr K4SiNO; Jul 20, 2018 @ 1:32pm
Baines Jul 20, 2018 @ 9:11pm 
Originally posted by :
Originally posted by ClassicVinyl:
Cool then off the wishlist it goes, no save = no buy. Fanboi's hate all you want cause I don't care.
It has the Rouge-like tag so not sure what you expected.

Roguelikes traditionally have mid-game saving, at least of the suspend/resume variety, with your save deleted upon resuming. (Though not necessarily intentional, classic PC Roguelikes often even allowed relatively easy circumvention of that save file deletion.) This was also true for earlier Roguelites.

The idea that Roguelikes don't need save features is a more modern trapping, popularized with the vaguely Roguelike inspired games (considering the modern usage of "roguelike" has pretty much come to mean "has some random elements and/or something resembling permadeath" rather than anything that much actually like Rogue) that were often expected to have short play times.
TemmieNeko Jul 22, 2018 @ 6:45am 
Originally posted by Baines:
Originally posted by :
It has the Rouge-like tag so not sure what you expected.

Roguelikes traditionally have mid-game saving, at least of the suspend/resume variety, with your save deleted upon resuming. (Though not necessarily intentional, classic PC Roguelikes often even allowed relatively easy circumvention of that save file deletion.) This was also true for earlier Roguelites.

The idea that Roguelikes don't need save features is a more modern trapping, popularized with the vaguely Roguelike inspired games (considering the modern usage of "roguelike" has pretty much come to mean "has some random elements and/or something resembling permadeath" rather than anything that much actually like Rogue) that were often expected to have short play times.
I have never played a roguelike that saved mid game, lol. some games with rogue elements decide to let you save ( on easy difficulties )
most rogues do not last long enough to even warrant a save feature in the first place.
and this is coming form a perosn that loves rogues due to the limited time you can play them, and I dont always have a lot of time to play .
the binding of isaac doesnt save your progress, and its one of the longest rogues in the genre.

not saying all rogues dont save, but it's usually somethign added bc players with lack of skill complain about losing progres... in a roguelite - a game DESIGNED to make you lose progress if you die ( ie; permadeath )
Baines Jul 22, 2018 @ 11:18am 
Originally posted by TemmieNeko:
I have never played a roguelike that saved mid game, lol. some games with rogue elements decide to let you save ( on easy difficulties )
most rogues do not last long enough to even warrant a save feature in the first place.
and this is coming form a perosn that loves rogues due to the limited time you can play them, and I dont always have a lot of time to play .
the binding of isaac doesnt save your progress, and its one of the longest rogues in the genre.

not saying all rogues dont save, but it's usually somethign added bc players with lack of skill complain about losing progres... in a roguelite - a game DESIGNED to make you lose progress if you die ( ie; permadeath )

The oldest I played that allowed saving mid-game would be ... a port of Rogue ... the game that started the entire genre. Nethack, Moria, Angband, Omega, and indeed most of the old ASCII roguelikes (meaning "like Rogue") including mid-game saving. As they were permadeath games, it was really more of a suspend/resume feature than a save, your save was deleted upon resuming.

It helps to know a bit of the history here. Rogue is approaching 40 years old, and we've had decades of games inspired by it, inspired by games inspired by it, inspired by games inspired by games inspired by it, inspired by... Each doing their own things, bringing new ideas to the table, paring away old ideas, and "rediscovering" existing ideas as well.

And the term "roguelike" has been drastically changed over that period as well. Roguelike used to mean a specific type of game. Now it really does pretty much just mean "has some random elements and/or something resembling permadeath".

Even permadeath isn't even real "permadeath" anymore, due to the popularity of persistent unlocks that carry over between deaths, and even building games largely around those unlock systems. Which admittedly isn't a new idea either. Indeed, it was part of why Chunsoft's Mysterious Dungeon series (now a 25 year old series) was considered a Roguelite instead of a true Roguelike, because in addition to simplified mechanics, it classically allowed some form of progression to carry over between runs. (Which itself just shows how far the descriptive labels have changed, in that those "not a true Roguelike" Mysterious Dungeon games are much closer to Rogue than most modern games that carry the "roguelike" label.)
TemmieNeko Jul 22, 2018 @ 11:53am 
Originally posted by Baines:
Originally posted by TemmieNeko:
I have never played a roguelike that saved mid game, lol. some games with rogue elements decide to let you save ( on easy difficulties )
most rogues do not last long enough to even warrant a save feature in the first place.
and this is coming form a perosn that loves rogues due to the limited time you can play them, and I dont always have a lot of time to play .
the binding of isaac doesnt save your progress, and its one of the longest rogues in the genre.

not saying all rogues dont save, but it's usually somethign added bc players with lack of skill complain about losing progres... in a roguelite - a game DESIGNED to make you lose progress if you die ( ie; permadeath )

The oldest I played that allowed saving mid-game would be ... a port of Rogue ... the game that started the entire genre. Nethack, Moria, Angband, Omega, and indeed most of the old ASCII roguelikes (meaning "like Rogue") including mid-game saving. As they were permadeath games, it was really more of a suspend/resume feature than a save, your save was deleted upon resuming.

It helps to know a bit of the history here. Rogue is approaching 40 years old, and we've had decades of games inspired by it, inspired by games inspired by it, inspired by games inspired by games inspired by it, inspired by... Each doing their own things, bringing new ideas to the table, paring away old ideas, and "rediscovering" existing ideas as well.

And the term "roguelike" has been drastically changed over that period as well. Roguelike used to mean a specific type of game. Now it really does pretty much just mean "has some random elements and/or something resembling permadeath".

Even permadeath isn't even real "permadeath" anymore, due to the popularity of persistent unlocks that carry over between deaths, and even building games largely around those unlock systems. Which admittedly isn't a new idea either. Indeed, it was part of why Chunsoft's Mysterious Dungeon series (now a 25 year old series) was considered a Roguelite instead of a true Roguelike, because in addition to simplified mechanics, it classically allowed some form of progression to carry over between runs. (Which itself just shows how far the descriptive labels have changed, in that those "not a true Roguelike" Mysterious Dungeon games are much closer to Rogue than most modern games that carry the "roguelike" label.)
well for real roguelikes, i havent seen one that saved ( at least not progress, maybe meta stats like your base or hub or wherever you end up after dying )
i know the difference between a roguelike and roguelite. roguelites use some elelemtns of rogues, but i aint seen one that saved until just recently, and that's " to hell with hell "
anjinsanroland Jul 22, 2018 @ 12:32pm 
If I understand you correctly TemmieNeko, you say Nethack is not a real roguelike. What about Ancient Domains of Mystery?
I remember having backups of my savegame of ADOM. I also did it for Dark Souls. I know it is kind of cheating. Knowing where to find the savegame file of a roguelike is the curse of being a PC gamer. Therefore I prefer roguelikes on mobile platform where I don't care to fiddle with files.
Last edited by anjinsanroland; Jul 22, 2018 @ 12:38pm
Rocketcat Games  [developer] Jul 22, 2018 @ 1:13pm 
Spelunky (both the original free one and the paid remake) started the more modern trend of not having a save function in "games vaguely like Rogue but not really". I think partially because the original was in Game Maker, but not sure what the logic was.

For us, it's mostly because we weren't sure what to go for. I think people on PC and consoles are more used to manual saving, as opposed to mobile where we put in automatic state saves. So we didn't make a choice for awhile. I think we're going to go for Save Statues for manual saving, due to both this and it likely playing more nice with cloud save compatibility.
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