Worthy I think of its own topic and addressed to DTG if they care to respond. The question was overlooked or ignored in the follow up to the Direct stream but this is the elephant in the room that refuses to die. Will TSW6 finally offer more than one save slot to store our progress? We are getting to a point where TSW is getting nearly as big as TSC with the amount of content with more on the way. Many longer routes, such as WCMLOS or indeed the forthcoming South Devon route, may take several sessions to complete a run. The current single save means you cannot break off and do something else that might also require you to save the game. Some time ago, the EP promised he was passing this (along with other save game issues) to the programmers (“Engineering) but nothing was heard since. If you are going to put a “6” on the TSW box, then this is one item that would actually make it worthwhile. Please say this is being actively progressed. We don’t necessarily need a save for each route, but three or even five slots would be a dramatic improvement on what we have now.
Surely it's can't be that hard to implement a few new save slots? Just a bit of UI changes and it should be easy enough to implement. Think this is much needed now days. Totally agree there Vern.
Game wise it should be mega easy to add, hell minecraft added extra saves pretty early on with a lot less resources that DTG has
This is an obvious, and necessary, addition IMHO. It would definitely improve my enjoyment of the game.
The fact no one from DTG has immediately jumped in here to say, “Yes we’ve done it”, sadly leads me to think not only that they haven’t but have little intention to do so. I await to be pleasantly surprised that we might get this worthwhile core update vs. a 10 second signal delay..
Something for a future update or release. I'm sure they've probably read this just aren't able to or have chosen not to comment at this time
When the save feature was removed and then restored amid an outcry from many players, DTG implied that they were still working on it. But that was so long ago ( 2,3 years maybe ) I'm close to certain that it's been quietly buried in a rusty old file cabinet in DTG's basement and labeled " not to be resuscitated ".
I would joke about this feature appearing in TSW 7 or 8 if it weren't so sad. The multiple save feature is really necessary.
Not that I would use it, I prefer not to stop in the middle if I can help it (although I did a near 3 hour service on Shap the other day and the 45mph speed put me to sleep), but it's weird that an 8 year old game doesn't have a fully functioning save feature or more than one slot, in 2025. 20+ year old games do, why not TSW?
Don't know if this is a common thing, or just a wierd glitch I got yesterday, but I saved a game whilst it was raining, loaded up said save later to finish the run, only for the game to have become sunny. I'd like that to be fixed, whilst they're at it, if it is a common thing
It does seem crazy that we still only one saved game slot, it is something that has come up quite a few times over the last few years.
As I said a couple of days ago, unless DTG are keeping it back as a surprise “bonus” for TSW6, I am getting a sinking feeling TSW6 is going to be any different.
I seriously doubt we'll see any change in the save function with TSW6. If that were the case DTG would surely have included it in the new feature set along with the usual PR blitz.
Periodic auto-save would help to mitigate game crashes, though I realize that the mere act of creating a save can provoke issues.
OldVern, I agree with you that having more than one save game slot is long, long overdue. There is a workaround for you as a PC owner, in the meantime: Tab out to Windows and in File Explorer navigate to Documents, then to My Games\TrainSimWorld5\Saved\SaveGames. Make a copy of the save game file ('TSWSaveGame_[username].sav'), then rename the copy to something you'll remember (I called a Cardiff one 'Cardiff.bak'). Then back in TSW you can save a different game state and it will overwrite the 'sav' file, leaving your backup intact. Repeat the process with that saved game if you want to, then when you want to resume your first save you can make a copy of that file (to preserve the original save, just in case) and rename the copy as 'TSWSaveGame_[username].sav'. You will then find that original saved game waiting for you when you restart TSW.
You Sir are the proverbial steel eyed missile man! Never realised you could do that. Whilst not letting DTG off the hook of course.
I can’t test this as I play on console. But assuming it does indeed work. That would proof that it really would only need a change in the UI to implement multiple save slots. If all game state is saved in just one file. You could have multiple of them. You would think this could have been done by now. As it is so frequently asked for.
It's a common practice on single-save and auto-save-only games, known as "save-scumming". Only way I was able to beat Nethack back in the day. I'd be cautious about using it as a multiple route save, though, because TSW's save is still designed as single-serving. So, for example, if some aspects of the current core state are also saved in addition to the DLC's state, what might get lost or glitched when moving between saves made at different times on different routes? I'd experiment carefully and keep a master backup of the current save before starting.
I'm probably not going to be the first one to dip my toes in this water, but I look forward to hearing about someone else's experience. I would hazard a guess, though, that the guys at DTG have already dipped into this ( it seems simple enough ) and found some problems with automating the process, which would be necessary in order to introduce it as a new feature rather than a mod.
Let's not forget that the existing save slot doesn't REALLY work as it is. Never works for me if i've continued on to a second service after completing a first, or after route-hopping. All objectives disappear and i'm basically in free roam after reloading. You could argue these are edge-cases but really that's when i'm most likely to use the save function- i'm not bothering to save in the middle of a half hour service. It's fairly bizarre behavior tbh- i'm no programmer, but almost seems like some game-state variables get reset or regenerated upon loading into the game and like it can't differentiate between initial load and loading from a save. What would be amazing imo would be a periodic auto-save that we could configure the interval.
That's the other key issue the EP promised was "being passed to Engineering" and nothing was ever heard about it since.
I tested it before posting: Saved a Cardiff conductor run Exited game, copied save file and renamed, then deleted original save file Restarted game, no save on menu as expected Started a BCC driver run, saved then exited. Repeated step 2 Restored Cardiff save Restarted game, loaded Cardiff save from menu and completed Exited game, deleted save file, restored BCC save Restarted game, loaded BCC save from menu and completed No issues experienced with either save.
True. Even without saving. Gamestate is broken after you finish a service. If you then choose to go into free roam and start a new service. In another train or by changing ends. The service will work and station stops will show up in the hud. But opening the timetable will still just show the first service. I basically have given up on doing multiple services like this. Also because it’s a 99% guarantee to experience some extreme blurry or even missing textures. A shame really because it used to be my favorite way to do something more of a shift instead of starting arbitrary services from the menu.
That's good, but my point is that it's kind of a work around. Most players are not going to go through that. They want a save feature that works automatically when they click on an icon, at least one for each route, well maybe it would be capped at, say, four or five. That's pretty much how it worked in MSTS more than two decades ago.