My latest save is damaged, which of the older backups can I still use
Keeping a few rotating backups only helps if the game picks the right one when the newest fails. This entry checks each slot for damage, for a version that is too new and for text that is not readable, and chooses the freshest good one.
Why this works
A save that is overwritten in place can be lost by one interrupted write. Keeping several copies, ordering them by a counter instead of the clock and checking each one before use means one broken file costs the player only a little progress.
When not to use it
It protects against accidents, not against a cloud sync that copies the damage to every slot, or a player who deletes the folder. For progress that must never be lost, also keep a copy somewhere else, such as the player's account.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "My latest save is damaged, which of the older backups can I still use" (read_entry pick-the-save-slot-that-still-loads) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP