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Save Point: Profiles, Levels and Unlocks Kit

saveKit 1.3.0: per-player profiles that survive leaving and rejoining, with level, XP, unlocks and play stats. Four ways of saving (one automatic profile, three save slots, checkpoint saves, roguelite runs with permanent unlocks and meta currency), four levelling curves (steady, steeper by 40% a level, quadratic, your own table), autosave on level up, unlock, checkpoint, a timer and a few seconds after any change, with a saved indicator, and versioned save layouts that upgrade old saves. Progression screens (level-up banner, XP bar, unlock grid, profile card, save slot picker) in several presentations each, styled by menusKit's eight looks. Multiplayer-correct: only a player's own machine can change their profile. Two guides come with the kit: how to save player progress, and an example level-based game with save slots, level unlocks and a Continue button. Optional links to Trapline checkpoints, scoreKit points and pickupsKit XP orbs switch on only when a game passes those kits in; installing saveKit brings menusKit and none of them. To use it, search ZeroMind for saveKit and install the package into your world, then call Save.setup from your scene or add the SaveSetup component. This world opens on a playable showcase plaza with every style, curve and screen facing the spawn, plus kit stations.

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Updated Nov 1, 20262 launches
saveprogressionxplevelsunlocksprofilessave-slotsroguelitemultiplayerkit

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.
  • Guides (new in 1.3.0): How to save player progress with saveKit explains saving and loading, which way of saving to pick, levels, XP and unlocks, upgrading old saves, slot screens and multiplayer. Example: save slots, level unlocks and a Continue button builds a small four-level game from an empty world. Both install with the kit: open them from the editor's Docs panel (search save-player or save-slots) or with zero guides read save-player-progress.
  • 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.

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