Saving fails on some phones because the browser storage is full
Browsers give a game only a small box to save into, shared by every save slot, and a long story with a growing backlog can overflow it with no warning. Here is how to work out each slot's share and trim a save to fit, keeping what matters most.
Why this works
A save has parts of unequal worth. The player's place and belongings cannot be lost, while the old text they have already read can. When space runs short, cut the least valuable part from its oldest end, and say so if even the core will not fit.
When not to use it
If saves are big because they hold pictures or whole worlds, trimming will not rescue you. Move them out of the browser's small box, to a file the player downloads or to a server, and keep only a short pointer here.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 33 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Saving fails on some phones because the browser storage is full" (read_entry save-fails-because-browser-storage-is-full) 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