Hyper Save Engine
Save your Unity game without building a save system from scratch.
Hyper Save Engine is a free, full-featured save and load system built for real Unity projects.
Define what should persist directly from the Unity Editor, then let the engine handle saving, loading, profiles, runtime objects, integrity verification, and recovery.
No boilerplate.
No generated scripts.
No fragile manual wiring.
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FREE AND FULL-FEATURED
Hyper Save Engine is provided as a complete free tool.
It is not a limited trial or Lite edition. You can use it in personal and commercial Unity projects.
EDITOR-FIRST PERSISTENCE
Configure your save system visually inside the Unity Editor:
For example, you can save a player, inventory, quest state, opened doors, destroyed enemies, and collected items by selecting their relevant fields in the Editor.
Runtime-created objects only require minimal registration when stable identity is needed.
DEEP DATA SUPPORT
Persist complex game state without rebuilding your existing architecture:
RUNTIME OBJECT RECONSTRUCTION
Restore gameplay-created content automatically when it has a stable identity:
No manual scene reconstruction code is required during loading.
PROFILES AND GAME STATE MANAGEMENT
Profiles represent complete snapshots of your game state:
HOOKS AND INTEGRATION
Integrate Hyper Save Engine into your existing architecture:
SECURITY AND DATA INTEGRITY
Protect game saves with built-in systems:
PERFORMANCE AND SCALABILITY
Hyper Save Engine is designed to handle large save graphs efficiently with minimal configuration.
Tested platforms:
Other Unity-supported platforms may work but have not yet been fully verified.
EXAMPLES AND DOCUMENTATION
The package includes multiple example scenes covering basic and advanced workflows.
Use the Example Scene Browser to explore features directly inside Unity. Documentation and support links are also accessible from the Editor.
HELP SHAPE HYPER SAVE ENGINE
Hyper Save Engine is actively developed with feedback from Unity developers.
Join the Discord community to:
Start with the included examples, select what should persist, and build your game instead of rebuilding its save system.