Star Rupture Dedicated Server: Save Persistence After Restart
A Star Rupture dedicated server does not load a world on its own unless DSSettings.txt tells it to. Without that file it boots to a waiting start map, and someone has to load the world from the game client's Manage Server screen after every restart. That is the usual reason a restarted server looks empty: the save is still there, nothing loaded it. (Observed on dedicated-server build 25336501, Hotfix 0.3.4, on 2026-09-24. Creepy Jar's setup article covers only the launch line.)
Make the server load your world on every restart
- Stop the server and copy your world folder somewhere safe first.
- Find the world under
StarRupture/Saved/SaveGames/<SessionName>/. The folder name is the session name; the save inside it is usuallyAutoSave0.savwithAutoSave0.metbeside it. - Create
DSSettings.txtin the server's install folder, next toStarRuptureServerEOS.exe, with that folder name:
Every value is a string in quotes.{ "SessionName": "MyWorld", "SaveGameInterval": "300", "StartNewGame": "false", "LoadSavedGame": "true", "SaveGameName": "AutoSave0.sav" }SaveGameNamenames the file inside the session folder, and the server loadsMyWorld/AutoSave0. - Start the server. The log shows
UCrDedicatedServerSettingsComp::LoadMainMap calledand aLoadMapofChimeraMainwith nobody connected, and the session turns joinable.
Starting a fresh world
For a new world, use a new SessionName with "StartNewGame": "true" and "LoadSavedGame": "false" for the first boot only, then switch back to "LoadSavedGame": "true" and "StartNewGame": "false" once the world has saved. Never set StartNewGame to true on a session that already holds a save: the new world autosaves over the old one. The server autosaves only while players are connected, so play once before switching.
If the restart still shows the wrong world
| Log line | What it means | What to do |
|---|---|---|
LoadSavedGameLocal() - Session doesn't exists | SessionName matches no folder under SaveGames. The server stays at the start map and creates nothing. | Fix the name to the exact folder name and restart. |
LoadGameNoLevelLoad failed to load save (after Unknown or corrupted save format) | The save could not be read. The server still opens a joinable fresh world under the same session. | Stop it before anyone plays, because its first autosave would overwrite the unreadable file. Keep a copy of that file and restore a backup. |
| Long silence after the map starts loading | After Hotfix 0.3.4 the first load of a bigger save made before 0.3.3 can take about 5 to 10 minutes while every Pillar is converted; saves made on 0.3.4 load normally again (Creepy Jar, 2026-09-17). | Give the first boot time before restarting it again. |
Healthy restart test
| Check | Expected evidence |
|---|---|
| Process | The intended EOS executable starts from the intended directory. |
| World | The log shows LoadMainMap called and ChimeraMain loading without anyone using Manage Server. |
| Client | A trusted player reconnects and sees prior progress. |
| Rollback | A dated pre-restart copy remains outside the live save directory. |
For a local import, see save transfer. For settings, see configuration. If the process is healthy but joins fail, use network troubleshooting.
Supercraft servers load your world after every restart and keep daily backups.