Version 1.0 · 30 July 2026 © 2025–2026 PIXELPUNCH LLP · support@savesync.games
In short. SaveSync is distributed through Steam and built on Steam’s own features. Your saves are stored on Steam Workshop, not on servers of ours. Your purchase and use of SaveSync are governed by Valve’s Steam Subscriber Agreement, not by a separate licence from us, and we receive no data from you.
There is one exception. WAN Sync is an optional feature that connects to tunnel servers we operate outside Steam, so the Steam Subscriber Agreement does not cover it. WAN Sync has its own agreement, which you must accept before the feature can be enabled:
https://www.savesync.games/wansync-agreement
SaveSync is a co-op focused save syncing, backup and sharing tool for Windows and Linux via Proton. It lets you back up game saves, share them with your Steam friends so anyone in your group can host, hand hosting over automatically, activate or deactivate individual saves to work around in-game save limits, and revert to an earlier version from your save history. It also includes LAN Sync for playing certain games with Steam friends over a local network.
The current list of supported games is at https://savesync.games/supported-games.
Everything above runs on your own machine and on Steam’s own infrastructure. WAN Sync is the only part that touches servers we operate.
SaveSync is distributed in Early Access. It is not complete, it may contain defects, and its features, supported games, and behaviour may change, be added, or be removed before final release. You should not rely on any particular feature remaining available.
SaveSync does not have a separate end user licence agreement. Your licence to install and use SaveSync is granted by Valve under the Steam Subscriber Agreement, in the same way as any other product you buy on Steam. Nothing in this document narrows the rights you have under that agreement.
SaveSync is built on features that Steam provides:
Your Steam account, your Workshop content, and everything these features do on Steam’s side are governed by the Steam Subscriber Agreement and Valve’s Privacy Policy, directly between you and Valve. We are not a party to that relationship, we cannot modify it, and we make no representations on Valve’s behalf. If you want to know how Steam handles your data or your Workshop items, Valve’s Privacy Policy is the document that answers it.
Valve may change, restrict, or remove Workshop functionality at any time. If it does, features of SaveSync that depend on it may stop working, and that is outside our control.
When you share a save with someone, they can download it, keep their own copy of it, and modify it. Unsharing does not retrieve copies they already have. Only share with people you trust.
Your save history identifies which member of your group made a change. Anyone you share a save with can see that history.
Save files are scanned with Windows Defender on your own machine before they are uploaded and after they are downloaded. This scan runs locally and its results are not sent to us. It reduces the risk of a malicious file spreading through a shared save, but it is not a guarantee, and you should still be careful about who you share with.
For every feature other than WAN Sync, we operate no servers and receive no data from you. There is no SaveSync account, no telemetry, no analytics, and no advertising.
Your saves go to Steam Workshop, not to us. Information SaveSync reads from Steam, including your friends list and your game library, is read on your device through Steam’s own interfaces and stays on your device.
We hold no personal data about you unless you enable WAN Sync or email us directly.
WAN Sync is optional and off by default. It connects your machine to tunnel servers that we operate, outside Steam, and it records an account entry keyed to your Steam ID. Because it is our service rather than Valve’s, the Steam Subscriber Agreement does not cover it.
WAN Sync is governed by a separate agreement setting out exactly what it records, how long it is kept, and how to have it deleted. You must read and accept that agreement before WAN Sync can be enabled:
https://www.savesync.games/wansync-agreement
If you never enable WAN Sync, none of it applies to you and we hold nothing about you.
SaveSync reads, writes, moves, and overwrites save files on your machine, and activating, deactivating, or reverting a save changes what your game loads. Syncing can result in save data being overwritten or lost, including through conflicts between group members or interrupted transfers.
Keep your own independent backups of any save you would not want to lose. We are not responsible for save data that is lost, overwritten, or corrupted, however that happens.
You must not use SaveSync to infringe copyright or other intellectual property, to distribute malware or files you know to be harmful, to access or share content you are not entitled to, to circumvent digital rights management, licensing checks, or anti-cheat systems, or in any way that breaches the Steam Subscriber Agreement, the Steam Workshop rules, or applicable law.
SaveSync, WAN Sync, and all associated software, documentation, and branding are owned by PIXELPUNCH LLP and protected by copyright and other intellectual property laws.
SaveSync includes third-party software, each component used under its own licence and remaining the property of its respective authors. The complete list, with the full text of every licence, ships with SaveSync as THIRD-PARTY-LICENSES.txt in the installation directory. In summary:
MIT licence: Asp.Versioning.Mvc, Asp.Versioning.Mvc.ApiExplorer, Cloudtoid.Interprocess, DiscordRichPresence, DotNet.Glob, ini-parser, LiteDB, Microsoft.AspNetCore.App, Newtonsoft.Json, Oodle.NET, Swashbuckle.AspNetCore, System.Data.HashFunction.CityHash, System.IO.Hashing, Ulid, Facepunch.Steamworks, Ludusavi.
Apache License 2.0: Octopus.Octodiff; UeSaveGame and UeSaveGame.Json; and frp, copyright fatedier and contributors, which SaveSync ships as the WAN Sync client. https://github.com/fatedier/frp/blob/dev/LICENSE
BSD 3-Clause: fNbt, ZstdNet.
BSD 2-Clause: Trinet.Core.IO.Ntfs, elected from the three licences its author offers.
Mozilla Public License 2.0: AntiVirusScanner. Source for this component is available from its upstream repository.
MS-PL or Apache License 2.0: CsvHelper, dual licensed. SaveSync elects the Apache License 2.0.
Steam, the Steam logo, and Steam Workshop are trademarks of Valve Corporation. Game names are trademarks of their respective owners, listed only to identify which games SaveSync supports.
SaveSync is provided “as is” and “as available”, and is Early Access software as described in section 2. We may change, update, or discontinue features at any time. Support for a particular game may be added or withdrawn, including where a game update makes it unworkable.
To the maximum extent permitted by law, we disclaim all warranties, express or implied, including merchantability, fitness for a particular purpose, and non-infringement.
To the maximum extent permitted by law, we are not liable for any indirect, incidental, special, or consequential loss arising from SaveSync, or for any loss of save data, game progress, or files.
Our total aggregate liability arising from or relating to SaveSync will not exceed the amount you paid for it in the twelve months preceding the claim.
Nothing in this document limits your statutory rights as a consumer, or excludes liability that cannot lawfully be excluded, including for death or personal injury caused by negligence, or for fraud. Some jurisdictions do not permit certain exclusions or limitations, so parts of these sections may not apply to you.
SaveSync is sold by Valve. Refunds are handled by Valve under the Steam Refund Policy, and we cannot process them ourselves.
SaveSync is an independent tool, not affiliated with, endorsed by, or sponsored by Valve Corporation, or by the publishers of any supported game.
SaveSync requires a Steam account, and Valve’s Steam Subscriber Agreement already sets the minimum age for holding one. If you meet Valve’s requirement for your Steam account, you meet ours.
We may update this document. The version and date at the top will be updated when we do. Changes to what WAN Sync records are handled separately, under the WAN Sync agreement.
This document is governed by the laws of India, and the courts at Pune, India have exclusive jurisdiction. If you are a consumer, you keep the benefit of any mandatory protections under the law of your country of residence.
If any provision is held unenforceable, the rest remains in force. This document, together with the WAN Sync agreement where that feature is enabled, is the entire agreement between you and us regarding SaveSync. It operates alongside, and does not displace, the Steam Subscriber Agreement between you and Valve.