Tools / Palworld
Palworld Save Rescue
Not sure if your Palworld save is safe to move, broken, or already migrated? Point this
page at your SaveGames folder (or a zip). It inventories every world
and every rolling backup, finds the exact problem - the
host-character trap, Xbox / Game Pass format, a truncated
Level.sav - and ends on one clear answer: upload as-is,
convert, or restore the intact backup it found for you.
Your save never leaves your browser. The folder picker reads only names and sizes; a zip is read via its central directory - the index at the end of the archive - so nothing is decompressed and nothing is uploaded. The diagnosis never edits a byte; when a fix is needed it hands you to the exact operation (the Save Converter for a rebind, or a named backup to restore), leaving your original untouched.
Check your save
Co-op saves on Windows live in
%LocalAppData%\Pal\Saved\SaveGames\<your-id>\<world-id>\.
Pick that world folder, its parent, or the whole SaveGames tree - Rescue finds
every world and backup inside. Close Palworld fully before copying or checking.
Reads names & sizes only.
Only the zip's index is read - never decompressed.
All checks run locally in this tab. Your save is never uploaded.
Want this on a real server? Supercraft hosts Palworld →
What Save Rescue decides
Every check runs on structure alone - filenames, folder layout, and sizes - and resolves to one of these outcomes, with the single next action already chosen:
| Outcome | What it means | What you do |
|---|---|---|
| Healthy - safe to migrate | Already dedicated-server shaped (real player GUIDs, no co-op host slot), intact. | Upload the world folder's contents as-is. |
| Healthy - conversion required | The world still stores the host under the co-op slot 0000…0001. |
Rebind with the Save Converter. |
| Game Pass - conversion required | Xbox containers.index / container.* wgs format a server can't read. |
Convert it first with the Save Converter. |
| Recoverable - restore a backup | Your active Level.sav is truncated, but a valid rolling backup exists. |
Restore the intact backup Rescue names for you. |
| Damaged - no safe repair | No usable Level.sav and no valid backup found. |
Restore your own backup or re-copy from the source machine. |
Rescue is the front door; the byte-level work stays with the tool built for it. It routes host rebinds and Game Pass conversions to the Save Converter, and if you only want the read-only pre-flight for a single co-op → server move, the Save Migration Doctor is the focused version.
The backup timeline nobody else reads
When a save goes bad, the recovery data is usually already on disk - people just can't tell which backup is the right restore point. Palworld writes rolling backups with cryptic timestamped folder names, and the newest one isn't always the good one: if the game saved once after the corruption, your most recent backup can be the smallest and least useful.
Save Rescue reads every backup under your world, resolves each folder's timestamp, checks
each Level.sav for truncation, and lays them out newest-first - then picks the
most recent intact one and warns you when a newer backup is suspiciously smaller
than an older one. That is the difference between "edit this index value" and
"restore your world to Monday 15:30, the last save before the damage."
Manual playbook (no JavaScript needed)
- Close Palworld completely, then copy
%LocalAppData%\Pal\Saved\SaveGames\<your-id>\<world-id>\. - Confirm the copy has
Level.sav(never 0 bytes),LevelMeta.sav, and aPlayers/folder. - If you see
containers.index/container.*instead, it's a Game Pass save - convert it with the Save Converter first. - If
Players/00000000000000000000000000000001.savexists, it's a co-op host save that needs a GUID rebind - use the Save Converter (no join-first step). - If
Level.savis tiny or won't load, look in the world'sbackup/folder for the newest timestamped copy whoseLevel.savis a normal size, and restore that. - On the server, put the world folder's contents (Level.sav at the top) into
Pal/Saved/SaveGames/0/<server-world-id>/, and deleteWorldOption.savif you wantPalWorldSettings.iniin charge. - Keep the original untouched until everyone has logged in and found their character.
FAQ
Is my save really not uploaded?
Really. There is no upload endpoint on this page - the check is pure client-side JavaScript over file names and sizes, and a zip is read by slicing only its central directory. The network tab shows zero requests carrying your save.
My newest save is broken - can Rescue get an older one back?
Usually. It reads every rolling backup, resolves timestamps, checks each for truncation, and points you at the most recent intact one - including the trap where a newer backup is smaller (saved after the damage) and an older backup is the real recovery point.
Why doesn't it just fix everything itself?
The diagnosis stays read-only so it can't hurt anything. The actual byte work - host rebind, Game Pass conversion - is done by the Save Converter, which patches UID cells in place (never re-serialising the save) and still runs entirely in your browser. Rescue's job is to tell you which operation you need and hand you to it.
How is this different from the Save Migration Doctor?
The Doctor is the focused pre-flight for one co-op → server move. Save Rescue is the umbrella: multiple worlds, the full backup timeline, already-migrated detection, and a single routed decision across diagnose → recover → convert.