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Summer remembers each player’s progress in your game, such as coins, unlocks, level and settings, and brings it back in their next match, on any server and any device. Your game’s server saves it, so it isn’t lost when a player reinstalls, and nobody can edit a save file to cheat.

Games like this

Rocket League

Your level and unlocks are waiting in every match.

Deep Rock Galactic

Class levels and perks carry over between missions.

Brawl Stars

Brawlers you unlocked and upgraded stay yours.
If anything a player earns should still be there tomorrow, this is the page for you.

What your players get

On Monday a match's server saves a player's new coins and level. Summer keeps the progress for that player in your game. On Friday a match on another server, played on another device, loads the same progress. On Monday a match's server saves a player's new coins and level. Summer keeps the progress for that player in your game. On Friday a match on another server, played on another device, loads the same progress.
  • Progress in every match. Whatever a player earned last time is there when they join their next match, whichever server it runs on.
  • On every device. Progress belongs to the player’s Summer account, so it follows them from phone to computer.
  • Saved as they play. Your server saves a few seconds after progress changes, when the player leaves, and once more if the server is about to stop.
  • Never overwritten by an old match. Only the player’s newest match can save their progress, so a match they already left can’t undo what they earned since.
Each player’s progress is private to them and your game. Other players can’t read it.

Pick your setup

Progress that carries between matches

Your server loads a player’s progress when they join and saves it as it changes. Their game can read it too, for example to show coins and level in the main menu before they play. If a player’s progress can’t be loaded, your game tells them, instead of starting them from zero and overwriting it.

Save player progress. Coins, unlocks and level come back in every match.

Values only your server sees

Each player has two places to keep progress. One the player’s own game can read, for things they should see. The other only your server can read, for things they shouldn’t, such as anti-cheat counters or hidden values your game uses to tune difficulty. Two places to keep progress. One the player can see, such as coins, level, unlocks and settings, which the server writes and the player's game can read. One only the server sees, such as anti-cheat counters and hidden values, which is never sent to any player's game. Two places to keep progress. One the player can see, such as coins, level, unlocks and settings, which the server writes and the player's game can read. One only the server sees, such as anti-cheat counters and hidden values, which is never sent to any player's game.

Keep hidden values that only my server can read.

What to save

Save what should outlive the match: coins, unlocks, level, best score, settings. A player’s position, health or this round’s score belong to the match itself; see sharing the game world. What belongs to a place, like the walls in a shared base, goes in a World save. Progress is saved by your game’s server, so it’s part of every game that runs on Summer servers. A single-player game without a server keeps its saves on the player’s device.

Not sure which fits?

Plan player progress for my game. Your agent reads your project and proposes what to save. No code.

Testing it on your machine

Local Play keeps each test player’s progress in files on your computer, with the same rules as the hosted game. Progress carries over between your test runs, so you can quit, play again and check that everything came back. Delete a test player’s folder to start them fresh. Durable cloud saves across servers and devices come with the hosted game.
Does this not help you? Reach out on Discord!