- Pacific Drive saves every time you change levels, which means that the most progress you can lose by quitting without saving is the progress from the level you’re currently in. Obviously this can sometimes be a long time on perpetual stability levels, but the open structure of each level means that you, to a large degree, have control over how long you spend in a level and therefore how frequently these mid-run checkpoint saves get created.
- You can manually save at any time while at the garage (of course, this isn’t terribly relevant to the issues y’all have been having—just including it for completeness).
- While out on an expedition in the Zone, you can pause the game at any time if you need to step away for a bit and come back later to get to a save point.
- If you have a few minutes to spare before you need to stop playing, you can trigger a save by heading for a stable access road (the level exit checkpoint thing) and traveling to the next junction, or by opening a gateway and returning to the garage, though that might take a few extra minutes if you don’t already have your the ARC device charged up enough.
- If you can’t do any of the above, you can abandon your trip, which will return you to the garage (triggering a save). By default, this will act like a failed run and you’ll lose your items, but there is an option in the Settings screen to change this penalty.
- If you want to have the default experience for failed/abandoned run penalties overall but you really need to stop playing right now but don’t want to lose your items, you can open the settings screen to change the penalty, abandon your trip to trigger the save, and then change it back.
- If you don’t bother changing the settings or you abandon your trip, the next time you play and your inventory does get left behind, there’s a recovery mechanic you can use to sort of ‘undo’ losing your items: you’ll be able to drive back to the junction where you abandoned the trip and collect the items you had gathered on that run—look for a husk of a station wagon at the location where you abandoned from. Not all is lost!
- Manual saves are enabled in the garage, but the garage is a much more controlled space, with vastly fewer game actors that can appear there (and no procedural spawning to speak of). It also has the benefit of items usually being stored in (relatively few) containers, which makes them much easier to track and save. Very few things in the garage have any meaningful state to maintain when saving and loading, besides the car itself (which obviously saves and loads in all cases: technically a level transition is also a save and a load). It’s only because of these parameters that we were able to tackle making the garage support manual save.
- In a junction level, none of this is true. We procedurally spawn all the anomalies and resources and many buildings. There are in each level hundreds of anomalies and resources and buildings and item containers. All of these things can be anywhere and in a variety of different states. This isn’t even an exhaustive description each of these things’ states, but here are a few examples: an abductor can be grabbing something or not, a bunny can be chasing your car or attached to the car or in its recovery state (and it has health), a spark tower or ARDA trailer can be powered on or not, a searchable container can have all or some or none of its items (and each of those items might have stats that need to be saved), an abandoned vehicle can have all or some or none of its parts (and each of those parts have health and statuses etc that would need to be saves), radiation shielding could have all or some or none of its plates (and each plate has health), and there might be a ton of miscellaneous items that are scattered around on the ground each with their own stats and states. I could go on and on, but you get the idea.
- For every single one of these things that we would need to save and load if we supported mid-level manual save, it would need to be architected from the start to support robustly loading into the correct state based on the saved data. And everything that gets saved needs to be manually marked to be saved. None of this is automatic; it all needs to be done by hand and done in a bespoke fashion for every piece of content in the game. If you look through the Logbook in the game and check the number of entries in each category, you’ll get a sense of how massive an undertaking this would be, and why we are unable to revisit the issue: the content was not built to support it, and there is an enormous amount of content.
- Beyond the herculean amount of work that this represents, if we had found a way to do it, it would mean massively bloated save file sizes (which is also a performance issue).
- Beyond the increased save file size, if we had found a way to do it, we would then have had to do save/load QA on every piece of content in the game. Inevitably, there would be bugs. Lots of them. We already had plenty of save/load bugs to deal with, despite not tackling mid-junction manual saves.
- Moved the “Saved” indicator to appear in more obvious locations and in more obvious moments. It will now appear while the loading screen is still showing when transitioning levels mid-trip, right above the loading bar. It was previously appearing in the bottom right after the loading screen got hidden, which made it hard to notice because your eyes are busy looking at the level you just loaded into and the ‘welcome banner’ UI that displays, showing you details about the junction. Players should now have better awareness of when the game is autosaving on their behalf.
- Save backups to help with corrupted save files. From now on, whenever the game saves, it will automatically create and store historical backups of the last two saves for that save slot (the oldest backup is cycled out). These backups have filenames formatted like so: “odsave#-backup-YYYY-MM-DD-HH-SS.sav”, where the # is the number for the save slot and the YYYY etc is the date and time. The backup files will live in the same directory as the main save games: %localappdata%/PenDriverPro/Saved/SaveGames/. If the latest save becomes corrupted or otherwise fails to load (usually occurs from crashes that happen while saving), the game will automatically attempt to load the most recent backup save and inform you that this is happening. If you are on PC, you can increase the number of historical backups that are stored by changing the AutoSaveBackupCount value in the following file: %localappdata%/PenDriverPro/Saved/Config/GameUserSettings.ini.
- Always show Quit to Menu option in the pause screen, rather than only mid-trip. If you want to quit without saving while in the garage, you no longer need to force-quit the program or load a game first. *NOTE:* This change is fixing a simple oversight—it’s not meant to address the frustration around saving.
- Add a popup that appears when you start a new game. It will describe when the game saves by default, how you can trigger a pseudo-manual save (e.g. by exiting the level), and inform you that there are options in the settings menu to change these mechanics. Here’s the English text: “While playing Pacific Drive, the game will automatically save whenever you transition to a new level. In addition, you can manually save at any time while in the garage. If you need to save in the middle of a trip into the Zone, you will need to proceed to the nearest exit. There are also options in the Settings to allow for triggering a save by manually returning to the garage with reduced penalties.”
- Additional options in the settings menu for separately controlling the inventory-retention penalty for the various ways you can end a run (e.g. dying, abandoning, and the new option in the next bullet point).
- An option in the pause menu that is called “Save and Quit” that will appear while out on a run into the Zone. When you select this option, a popup will appear explaining how it works. Here’s the English text: “Pacific Drive autosaves when you enter a level and does not allow manual saves in the middle of a trip. If you load or quit without saving, you will start at the beginning of this level when you resume playing. By default, the mid-trip Save and Quit option works similarly to the Abandon Trip option: you will lose your collected items and return to the garage, creating a save, and then quit to the menu. Before you Save and Quit, would you like to enable the setting that adjusts the penalty so that you keep all collected items? You can change this at any time in the Settings menu.” The dialog will display your current Save and Quit penalty setting and offer these actions you can take: “Keep Current Penalty”, “Enable Setting” and “Cancel”.
