Deskrawl Save File and Cloud Saves: Stop-Loss Checklist

Where Deskrawl stores saves, how cloud save and hourly backups work, and a step-by-step stop-loss checklist for when your gear vanishes mid-session.

Last Updated: 2026-09-30

Deskrawl Save File and Lost Items: Where Saves Live and How to Back Them Up

Deskrawl stores your progress as a plain JSON file plus two folders, and takes an automatic backup every 3600 seconds keeping the 5 most recent copies. Cloud save is real and shipped — patch 0.1.9 added it on June 16, 2026, and the store page still lists Steam Cloud. What does not exist anywhere is an official answer to the question you actually came with: why the chests were there when you logged in and gone after a 409 threw you to the main menu. File layout below comes from the shipped 1.0 build; the disappearance is labelled as an unconfirmed player report.

The four questions, answered before anything else

Snowy market stall and stacked crates beside the village path
Snowy market stall and stacked crates beside the village path
Question Answer Source
Where is the save file? save.json plus folders named data and data_backup, tracked as migrated into the game folder String constants in the 1.0 build; exact on-disk layout is community-reported
Is there cloud save? Yes — patch 0.1.9, June 16, 2026. Store page carries the Steam Cloud category Official announcement + Steam appdetails, read 2026-09-30
Can deleted chests be restored? No restore feature has ever been published. The 5-deep hourly rotation is the only copy Zero occurrences of "restore" or "rollback" across all 26 announcements
Why did my gear vanish? Unconfirmed. No developer statement addresses 409, invalid_save, or item loss Player reports only; "409" appears in none of the 26 announcements

What the save file actually is

The 1.0 build does not use Unity's opaque player-prefs blob. It serialises plain JSON through a three-layer structure, and the third layer is what makes a deleted chest a deleted chest.

Layer Class What it holds
Container SaveContainer A Version int, local slot list, online slot list, the shared SavedStash, DLC entitlements
Character SaveData Level, XP, health, mana, ability ids, InventorySlots, EquipmentSlots, CarriageSlots, RuneSlots, talents, Paragon, quest and map completion lists, LastSessionEndUnix
Item instance SavedRegistryEntry One row per item: Uid, ItemLevel, Rarity, Modifiers, UpgradeLevel, SocketedGemBaseIds, InstanceId, ChestContents, ChestGold

A golden chest is not stored as "one chest." It is a SavedRegistryEntry carrying a List<SavedChestContent>, and each SavedChestContent holds a BaseItemId, ItemLevel, Rarity, Modifiers, an InstanceId and a SocketCount. When a player says a chest was deleted, at the data level they mean rows of that shape stopped coming back. On top of this sit two character modes — CharacterMode is exactly Local or Online, and SaveSystem.MaxSlotsPerMode is 4, so four slots per mode. Since the September 28 launch-day hot fix, new characters default to Online Mode, which runs through a different save path than a local one.

The one build-level fact about location

The save system carries a flag string reading SaveMigratedToInstallDir_v1 — the build records that it moved saves into the install directory. With the data and data_backup folder names, that is why the community answer is a Data folder next to the game executable (Windows names are case-insensitive, so Data and data are the same folder). Treat the exact on-disk layout as community-reported: no developer has ever published an absolute path and this guide will not invent one.

The backup system, in numbers

Constant Value Line in SaveSystem.cs What it governs
ndf 3600L 339 Interval between automatic backups — one hour
ndg 5 341 Number of backups retained
ncl / ncm data / data_backup 299, 301 Save folder and backup folder names
nck save.json 297 Save file name
ndc / ndd save_backup_ / save_backup_*.json 333, 335 Backup filename prefix and the glob used to enumerate them
nde LAST_TIME_BACKUP 337 When the last backup ran
nby 5f 273 A 5-second constant declared next to the public TownAutosaveInterval field at line 271
nbq / nbr LAST_PLAYED_MODE / LAST_PLAYED_SLOT 255, 257 Which mode and slot the game reopens into

Read those as a promise the build keeps, not a guarantee. A one-hour rotation holding five copies puts your worst recoverable window at roughly five to six hours of play — and only if the backup landed and only if you go and get it.

The developer has acknowledged this area twice, both times in beta:

Official source: 0.1.13f — Bug Fixes, July 17, 2026 Fixed crashing during save sometimes cause corrupted save files. Moved backup saves to a more secure folder.

Official source: 0.1.9 — Resizable/Draggable Window, Cloud Save, Buybacks and More, June 16, 2026 Cloud Save

That "more secure folder" line is the beta-era counterpart of the data_backup constant. Save corruption is a previously patched failure mode, not something anyone invented.

Symptom, stage, and what to do in the first five minutes

Every row is a real field report. The quotes come from the linked threads; the second column is my reading of which stage the symptom points at — the part to treat as inference.

What you see Stage it points at Stop-loss action Field report
Kicked to the main menu in town, chest contents gone on re-entry Save write interrupted by a connection loss during a town save Do not re-enter a map. Quit, copy the folder, then come back Items poofing...need a FIX: at town everything goes onto the ground, I check the legendaries in my inventory, the game crash, I reconnected, I lost everything on the ground + the items I had in inventory
A 409 while sorting chests in town, thrown straight to the main menu Rejected save submission, then a reload of an older state Stop playing immediately. Copy the folder before launching anything A Chinese-language thread titled roughly "the servers are pretty bad", translated: a 409 wiped out a level 25 weapon and ancient legs; standing in town sorting chests, the 409 went straight to the main menu, and going back in a big pile of stuff was gone — 100+ runs left only 5 or 6 chests
Come back from a long AFK session, half your equipment missing Rollback to an earlier committed state Check the backup window before you play another minute Bug Report — Equipped Items Vanishing: I load my save fully equipped, go to grind, and when I come back to my PC half my equipment is just gone
A whole inventory of unopened golden chests deleted, repeatedly Bulk deletion of SavedRegistryEntry rows on reload Copy the folder, then stop opening chests in bulk Nevermind I take back that I said the game is awesome: a full inventory of golden chests just got deleted AGAIN... this is like the 6th inventory of golden chests that has been deleted. I didn't even open any
Save gone entirely after a hard PC crash and reboot A save file that never finished being written Grab save_backup_*.json before anything else touches the folder A Chinese-language thread asking whether a lost save can be recovered, translated: after the PC froze and rebooted, the save is just gone — can I get it back?
Loot on the ground vanishes at the end of a map run Not a save bug — the round rolls over before the cart reaches it Walk it forward before the run ends Loot is lost at the end of a round: the new round begins straight away, the vehicle hasn't moved far enough forward yet, so anything still lying on the ground at that point is lost

That last row matters. The loudest thread in this cluster — fifteen posts, ending with a player saying he would stop playing — mixes two different failures. Ground loot at the end of a run is a designed round rollover; a chest inventory deleted on a 409 is not, and nobody has said which is which.

The stop-loss order, if something just went wrong

  1. Stop entering maps. A second failure while the first is unrecovered doubles your exposure.
  2. Quit properly, not by killing the process. The save system implements both OnApplicationQuit and OnApplicationPause; a force-kill skips them.
  3. Copy the whole save folder out — the Data folder next to the executable, or at minimum every save_backup_*.json you can see. Before you relaunch, not after.
  4. Write down the moment: clock time, zone, what was on the ground, and whether you were a Local or Online character.
  5. Transcribe the error text verbatim. A player in the lost-items thread read his own screenshot as error : invalid_save ; ??? : save references item instances the server did not issue, duplicates one, or contains local-origin equipment (no server instanceid). That string is worth more to a bug report than any paraphrase.

What the build says about that error, and what it does not

The transcribed error and the shipped code line up in a way worth stating precisely — the difference between a guess and a lead you can hand a developer.

Observation Source
A rejected save carries an error string plus three revision counters: saveRev, econRev, stashRev PutRejected and PutConflict in the cloud client
Every committed item carries a server-issued instanceId beside its dropId and chestContents CommittedItem
The commit response returns runId, committed, econRev, rev, putRejected and an authoritative state block CommitResponse
The save stores that same InstanceId per item row, next to the item's chest contents SavedRegistryEntry
The UI ships 13 server-side save-validation messages, including the save contained unauthorized or duplicated items, the save claimed more gold than the server recorded, and character progression exceeded server records UI.ExploitDetected.* keys in the localization table

The vocabulary in that error — items the server did not issue, duplicates, no server instance id — is the vocabulary the game's own code and text use. An observation about two artifacts, not an explanation.

What is not established

The cause has never been confirmed by First Day Games. No announcement, store page or in-game string explains 409, invalid_save or item loss — those terms appear zero times across all 26 official announcements from May 18 to September 29, 2026, and nobody at the developer replied in any thread cited here. Three causal theories circulate in the thread (blame the early online server, blame the duplicate check firing false positives, blame duplicate loot seeds). None is evidence, and this guide will not pick a winner.

What is officially confirmed about lost progress is narrower and more useful:

Official source: 0.1.13b — Improve stability & various fixes, June 27, 2026 [Online mode] Fixed treasure chests causing various disconnections and lost save. Treasure chests now also can only be open in town.

Official source: 0.1.13e — Stability and Fixes, June 30, 2026 [Online Mode] Added auto save while in town [Online Mode] Reduced redundant saves that increased risk of disconnection [Online Mode] Fixed occasionally revive in town causing save loss.

Chests are town-only by official rule, and town autosaves exist. Those narrow where a failure can hurt you, and are the closest thing to a cause the developer has published.

What patch 1.0.0g actually fixed

The first post-launch patch shipped September 29, 2026 and is still the latest release as of this writing.

Official source: Patch 1.0.0g — Various Improvements and Fixes, September 29, 2026 Added Stash All/ Take All button in storage panel. Fixed a few cases where cheat detection handed false bans. Loot drop system now guarantees even chance per equipment slot

Change Bearing on lost items What it does not say
Stash All / Take All in the storage panel Bulk movement between stash and slots in one click Nothing about the deletions themselves
False-ban fixes The UI.ExploitDetected.* validation is not perfectly tuned Nothing about rejected saves being wrongly rejected
Even chance per equipment slot Fewer surprise quality spikes in one chest Nothing about chest rows surviving a reload

Read the absence carefully: 1.0.0g does not mention save corruption, 409, invalid_save or item loss. Full archive in Deskrawl Patch Notes. Item loss and a cheating flag are separate systems — 1.0.0g fixed several false bans, so false positives are real in this codebase, but no lost-item report in the threads above contains a ban message. Appeals go through deskrawl.com/support, which authenticates via Steam OpenID.

One habit shrinks the blast radius: loose inventory items are rows in a file rewritten on every save, and the auto-sell, auto-salvage and auto-dump-to-carriage nodes move drops out of your bag without you being there. Not a fix, but the cheapest way to reduce what one bad write takes with it. Unlock order in Deskrawl Life Skills Tree; first-hour sequence in Deskrawl Beginner Guide.

FAQ

Where exactly is the Deskrawl save file? Community-reported as a Data folder next to the game executable, and the build backs that up with the SaveMigratedToInstallDir_v1 flag plus folder constants data and data_backup. No absolute path has ever been published and this guide will not write one for you. Verify the community answer against your own install, then copy the folder before you need it.

Can I get my deleted chests back? There is no published restore feature; "restore" and "rollback" appear zero times in all 26 official announcements. Your only lever is the rotating backup — every 3600 seconds, five copies retained, in the folder next to the game. If the deletions are recent, check the save_backup_*.json files before launching again.

What is the 409 error in Deskrawl? A number players report, nothing more. The string appears in no official announcement, no store page text, and no localization string in the build. The one legible error a player transcribed reads error : invalid_save, with a second line about item instances the server did not issue. Until the developer explains it, "409" labels a symptom, not a diagnosis.

Will starting a new game delete my save? The build ships a confirmation string for exactly that case, UI.OverwriteSaveWarning, reading Starting a new game will erase your existing save. Continue? A June 2026 player reported seeing that prompt when trying to start a second character, back when the game was single-character per account. The current build allows 4 slots per mode so that constraint is gone, but the prompt is still in the build. That total wipe is a different failure from the item loss here — covered in Deskrawl Demo vs 1.0.

Is it worth playing if saves are this fragile? A buyer's call, depending on your tolerance for hours of AFK progress riding on one file. The honest inputs are the backup constants above, the fifteen-post thread where a player decided to stop, and the fact that the game has been out three days. Rest of the picture in Is Deskrawl Worth It; the adjacent connectivity problem in Steam Deck and connectivity.

Where these numbers come from

Every folder name, file name, the 3600-second interval, the 5-copy retention, the 4 slots per mode and every class and field named above were read out of the 1.0 launch build's decompiled save system (SaveSystem.cs, SaveContainer, SaveData, SavedRegistryEntry, SavedChestContent, CommittedItem, CommitResponse, PutRejected) and its UI.* localization table. Read them as the 1.0 launch build of 2026-09-28; the live build is on 1.0.0g as of 2026-09-30. Steam category data came from the appdetails API on 2026-09-30, and announcement text is quoted verbatim from the Steam news API. Player reports are community reports dating from the June–August 2026 demo and beta period rather than the retail launch. The official save path and the cause of the item loss remain unconfirmed.

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