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On Windows, a V Rising world hosted from the game client is usually under %USERPROFILE%AppDataLocalLowStunlock StudiosVRising. Steam Cloud worlds add CloudSaves<SteamID>; client worlds kept only on the computer use Saves. Dedicated servers use a different root, normally %USERPROFILE%AppDataLocalLowStunlock StudiosVRisingServerSaves, unless the server start command sets -persistentDataPath. The folder below that custom root is always Saves.
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The final directory name for a client world is often a random GUID, and the persistence folder may be v3, v4, or another version. Use the version folder that actually exists on your installation, and use V Rising’s Load Game menu and Go to Directory command when you need one exact world.
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These are the Windows locations to check first. Replace the variables in angle brackets with the value used by your installation.
| Save type | Root or complete pattern | What the last folders mean |
|---|---|---|
| Client, Steam Cloud enabled | %USERPROFILE%AppDataLocalLowStunlock StudiosVRisingCloudSaves<SteamID><persistence-version><GUID-session> |
The Steam account folder contains one or more persistence-version folders; each world session has a GUID-style folder. |
| Client, local only | %USERPROFILE%AppDataLocalLowStunlock StudiosVRisingSaves<persistence-version><GUID-session> |
The session folder is the world’s data. Its name is not normally a human-readable world name. |
| Dedicated server, default root | %USERPROFILE%AppDataLocalLowStunlock StudiosVRisingServerSaves<persistence-version><save-name> |
The server save name is normally the folder selected by the server’s -saveName argument. |
| Dedicated server, standard Steam start script | <Steam>steamappscommonVRisingDedicatedServersave-dataSaves<persistence-version><save-name> |
The script’s -persistentDataPath .save-data redirects data into the installation-relative save-data directory. |
| Dedicated server, custom data root | <configured-persistent-data-path>Saves<persistence-version><save-name> |
The path supplied to -persistentDataPath replaces the default persistent-data root. |
In File Explorer, you can paste a path beginning with %USERPROFILE% into the address bar. Environment variables are expanded automatically by Windows. If a folder is missing, do not create a replacement blindly: first verify whether the game is using Steam Cloud, a different Windows account, or a custom server data path.
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Client-hosted V Rising worlds
Steam Cloud saves
When Steam Cloud is managing the world, the normal pattern is:
%USERPROFILE%AppDataLocalLowStunlock StudiosVRisingCloudSaves<SteamID><persistence-version><GUID-session>
<SteamID> identifies the Steam account, not the display name shown in the game. A single account can therefore contain several world-session folders. The GUID-looking folder is an internal session identifier; it is not evidence that the save is corrupted.
Local client saves
If the world is not synchronized through Steam Cloud, look under:
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%USERPROFILE%AppDataLocalLowStunlock StudiosVRisingSaves<persistence-version><GUID-session>
Cloud and local worlds use different branches, so copying from Saves while the active world is under CloudSaves can make it appear that the save has vanished. Check both branches before assuming the data was deleted.
Why the version folder can be v3 or v4
V Rising’s persistence format changes over the life of the game. Official 1.0-era instructions show a v3 directory, while newer save-management documentation shows v4. These labels are format directories, not alternate names that you should rename. Open the client’s Saves or CloudSaves<SteamID> folder and use the version directory that is present there.
Do not merge files from two version folders into one session, and do not rename v3 to v4 simply to match an online guide. A game update or migration procedure must perform any format conversion. Keep the original folder untouched until the updated game has successfully loaded the world.
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Dedicated-server save locations
Default dedicated-server root
A dedicated server normally stores data below:
%USERPROFILE%AppDataLocalLowStunlock StudiosVRisingServerSaves
Inside Saves, the next directory is the persistence version, followed by the save name. For example, a server named myworld may end up at ...VRisingServerSavesv4myworld if that installation currently uses v4. The exact version must be read from the server’s own directory rather than inferred from a client installation.
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Stunlock Studios’ dedicated-server instructions state that the default location can and should be overridden with -persistentDataPath. This argument sets the persistent-data root; the server then creates or uses its Saves subfolder beneath that root.
The standard dedicated-server start script commonly uses -persistentDataPath .save-data. Because that value is relative to the server installation directory, the effective pattern is:
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<Steam>steamappscommonVRisingDedicatedServersave-dataSaves<persistence-version><save-name>
A hosting panel may supply an absolute path instead. Read the actual launch command or service configuration and follow the path passed to -persistentDataPath; searching only the default VRisingServer directory can show an empty folder even while the server is saving normally.
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For a dedicated server, the final folder generally matches the value passed with -saveName. If the server starts with -saveName myworld, it looks for the corresponding save directory below the active persistence-version folder. Changing the folder name without changing -saveName, or changing the argument without renaming the folder, can cause the server to create a new world.
Find one specific client world from inside the game
Because client session folders use random-looking identifiers, the safest way to identify a world is through the game interface rather than by guessing a folder name.
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- Start V Rising and open the Load Game menu.
- Select the world you want to inspect; do not start a different world by mistake.
- Choose Go to Directory. Windows File Explorer opens the exact session folder associated with that entry.
- Close the game before copying or editing files so that no save operation is still in progress.
- Copy the entire folder to a separate backup location, retaining its version directory and every file inside the session folder.
This method also distinguishes worlds that have similar names in the load menu and prevents you from editing an older backup or an unused GUID folder.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Move a client world to a dedicated server
A migration copies the client session into the server’s save tree and then tells the server which save name to load. Perform the procedure with both the game and server stopped.
- Make a complete backup. From the client’s exact directory, copy the whole GUID session folder to a location outside both the game and server directories. Add the date to the backup folder name so you can identify the pre-migration state.
- Locate the server’s active root. Check the server start command for
-persistentDataPath. Open that root’sSavesfolder, then open the persistence-version directory that the server already uses. If the server uses the standard script, this is normally the installation-relativesave-dataSavespath. - Copy the session folder. Place the client GUID folder directly inside the server’s persistence-version folder. Do not add an extra nested level such as
...Savesv4v4.... - Rename the copied folder. Change the GUID folder name to a simple server save name, for example
myworld. Use only the name you intend to pass to the server; keep the untouched GUID copy in your backup. - Set the launch argument. Start the server with
-saveName myworld(or the exact name you chose). Ensure the argument points to the copied folder, not to the old GUID name. - Review settings files. Current migration guidance says to remove a copied
ServerHostSettings.jsonwhen the destination server is already configured. LeaveGameSettingsPresetempty when the copied world’s settings should apply, and avoid an overridingServerGameSettings.jsonin the server settings directory. Otherwise, the server’s existing settings can take precedence over those embedded with the world. - Start and verify. Join the server and confirm the terrain, structures, characters, and progression are present. Check the server log for the selected save name and any load errors.
- Keep the original until verification is complete. Only after a successful load and a test restart should you consider archiving the client copy. Never use the migration as a reason to delete the backup immediately.
Back up safely before updates and edits
Stunlock Studios recommends regular save backups and an additional backup before patching or starting a server after a patch. A useful backup is a copy of the complete session directory, not just one JSON file. Preserve the surrounding persistence-version folder in your notes so you know which format the copy came from.
- Stop the game and dedicated server before copying.
- Keep at least one backup outside the Steam installation and outside the live save directory.
- Use a dated folder name such as
myworld-2026-10-14-before-update. - After an update, load the copy first if you are testing compatibility; do not overwrite your only pre-update backup.
- When editing settings, change one thing at a time and retain the original file for rollback.
Steam Cloud deletion and rollback behavior
For Steam Cloud worlds, delete through V Rising’s in-game Load Game interface when possible. Manually removing a cloud-synchronized folder can be reversed when Steam synchronizes another copy, making a deleted world reappear. If you must work in File Explorer, stop Steam synchronization for the operation only when you understand which copy is authoritative, and keep an offline backup before changing anything.
Troubleshooting missing or apparently reset saves
The expected folder does not exist
- Check both
CloudSaves<SteamID>andSaves; the active world may be in the other branch. - Confirm that you are signed into the Windows account that created the save.
%USERPROFILE%expands to the current account’s profile. - For a server, inspect the launch command for
-persistentDataPathbefore searching the default root. - Look for a different persistence-version directory instead of creating a new one.
The server starts a new empty world
- Verify that the copied folder is directly below the server’s active version folder.
- Match the folder name exactly to
-saveName, including capitalization and spaces. - Check that the server is using the same persistence format as the copied data; do not rename version folders to force a match.
- Remove an unintended copied
ServerHostSettings.jsonand review the settings precedence described in the migration steps. - Confirm that the server process has permission to read and write the configured persistent-data root.
The world appears, then reverts after restarting
That usually indicates that the server is writing to a different root than the one you inspected, or that a startup script is selecting another save name. Compare the running command line with the directory you changed, then make a fresh backup before trying again. For cloud client saves, a synchronization conflict can also restore an older copy; use the in-game interface and preserve both versions while resolving it.
You see v3 in one guide and v4 on your computer
Use the directory that exists in the installation you are operating. The documented examples changed as the persistence format evolved; the label alone does not identify a universal path for every game build. Copy the complete session folder within that version tree and let the current game or server handle any supported conversion.
Scope of these paths
The locations above are Windows paths documented for the PC client and dedicated-server distributions. Linux-hosted servers, third-party hosting panels, and console editions can place data elsewhere, and their storage rules are not established by these Windows instructions. On those platforms, use the host’s configured persistent-data directory and its backup tools rather than assuming the Windows AppDataLocalLow path applies.
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