← Explore
Updated Oct 18, 2026
Install saveKit into any world and every player gets their own saved profile: level, XP, unlocks and play stats that are still there when they come back.
- Ways of saving: one automatic profile, three save slots (new, load, copy, delete), checkpoint saves, and roguelite runs where a run is lost on death but unlocks and meta currency stay.
- Levelling curves: steady (100 XP a level), steep (100, then +40% a level), quadratic (25 × n² + 75: 100, 175, 300, 475, …), or your own table.
- Autosave: on level up, unlock, checkpoint and finished level, every 60 seconds, and a few seconds after any other change, with a saved indicator.
- Screens: level-up banner, XP bar, unlock grid, profile card, save slot picker and saved indicator, each in several presentations, styled by menusKit's eight looks.
- Versioned saves: ship a new save layout with a migration and returning players' old saves are upgraded, never lost.
- Other kits, optional: pass Trapline, scoreKit or pickupsKit to
Save.setup({ kits = ... })and Trapline checkpoints save, scoreKit points become XP, pickupsKit XP orbs and coins count. Installing saveKit brings none of them (only menusKit), and without them saveKit carries on quietly. - Multiplayer: each profile is its owner's own; everyone can read everyone's card, nobody can change anyone else's.
Press Play for the showcase: a plaza where every style, curve and screen faces the spawn on labelled boards, with pads to try each one, plus kit stations running the real Trapline, scoreKit and pickupsKit. Move the mouse to look around: saving styles ahead, curves and the pink look pads on the left, the save upgrade, profiles and Trapline on the right, screens, scoreKit and pickupsKit behind.
Comments · 0
Open discussion, no rating attached. Ask questions, swap notes, follow threads.
Sign in to join the discussion.