How to Move a Night of the Dead Save to a Dedicated Server

Move a Night of the Dead save to a dedicated server: copy the save folder from LF\Saved\SaveGames, keep its four .sav file names matched, and set SaveName.

Updated Oct 3, 2026 · 5 min read

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To move a Night of the Dead save to a dedicated server, copy the save's folder from %LocalAppData%\LF\Saved\SaveGames\ on the PC that hosted it. The folder holds four files that start with the folder's name: _Level.sav, _Persistent.sav, _Player.sav and _Slot.sav. Upload the folder to LF/Saved/SaveGames/ on the server, set SaveName in LF/Saved/Config/ServerSettings.ini to the folder's exact name, and start the server on the same game version.

What you can and cannot move

Save Can it move to a dedicated server?
A world hosted from the game for friends (player server) Yes, this guide. Its folder ends in (Multiplayer)
Another dedicated server's save Yes, same steps
A single player world Not documented. The safe route is to host it from the game once and save, which writes a (Multiplayer) copy, then move that
Difficulty and PvE or PvP Not with the save. The server applies its own settings
A save from before a big game update Risky. Load and save it in the current version first

A fortified base under attack at night in Night of the Dead

Before you start

  • Save and quit from the hosted game so the files are complete.
  • Back up the whole SaveGames folder.
  • Match the version. Update the game and the server to the same build. Jackto Studios took the game to 1.0 in May 2024, and patches since have changed save data.
  • Note your settings. Difficulty and the PvE or PvP mode come from the server, so write down what you played on.

Step 1: Find the save folder

Press Windows + R and paste:

%LocalAppData%\LF\Saved\SaveGames

LF is the game's internal name. Each save is a folder named after what you typed in the game's Save prompt. Saves made while hosting for friends get (Multiplayer) added, for example OurBase(Multiplayer).

What Where on your PC Where on the server
The map, buildings, power and defenses SaveGames\<name>\<name>_Level.sav LF/Saved/SaveGames/<name>/
World progress SaveGames\<name>\<name>_Persistent.sav Same folder
Players SaveGames\<name>\<name>_Player.sav Same folder
Save slot info SaveGames\<name>\<name>_Slot.sav Same folder
Server settings Not in the save LF/Saved/Config/ServerSettings.ini

Step 2: Stop the server and back it up

Stop the server so it does not autosave over your upload. If it already created its own save in LF/Saved/SaveGames/, download it as a backup.

Step 3: Upload the folder

Upload the whole save folder into LF/Saved/SaveGames/ on the server, so you have LF/Saved/SaveGames/OurBase(Multiplayer)/ with the four files inside.

The trap: the four file names must start with the folder name, exactly. The Steam community guide Migrating your Non-Dedicated Save to a Dedicated Server, puts it plainly: the beginning of each file name must match the folder. If you rename the folder to something tidier, say OurBase, you must rename all four files too:

OurBase/
  OurBase_Level.sav
  OurBase_Persistent.sav
  OurBase_Player.sav
  OurBase_Slot.sav

Rename one and not the others, and the server cannot find the save and starts a new world.

Step 4: Set SaveName and your settings

With the server stopped, open LF/Saved/Config/ServerSettings.ini and set:

[SystemSettings]
SaveName=OurBase(Multiplayer)

It must match the folder name exactly, brackets and capitals included. Renaming everything to a short name without spaces or brackets avoids typing mistakes. Then set the gameplay values to what you played on:

Key What it does Note
SaveName Which save loads The folder name
Difficulty Difficulty for the world Applied by the server, not the save
MODSelect PvE or PvP 1 is PvE, 0 is PvP
MaxPlayers Player cap 16 by default

Step 5: Start and check

Start the server, wait until it has finished loading, and find it under Multiplayer, Dedicated Server. Join and check that you can open your doors, use workbenches and turn the night waves on and off.

What about building ownership?

Buildings belong to the players and team that built them. Moving from a hosted game to a dedicated server works with the steps above. Going the other way, or moving a save across a game update, has caused trouble: players have reported being unable to use their own buildings and workbenches afterwards. The developers' advice in that case is to load the save in a player hosted game, check you can interact with your buildings, save it (which adds (Multiplayer) to the name), and move that new save to the server. Do this before the update, not after.

Common problems

  • Server makes a new world: SaveName does not match the folder, or the files inside do not start with the folder name.
  • You cannot use your own buildings or workbenches: an ownership mismatch, usually after a game update. Follow the steps in the section above.
  • The world feels harder or easier than before: the server's Difficulty is different. Change it and restart.
  • Settings reset after starting: you edited the ini while the server ran. Stop, edit, start.

Moving it to GamezServers

On a Night of the Dead server from GamezServers, click Backup, stop the server, and upload over the SFTP login in Settings or in the file manager, which also extracts zips and can download a file from a link straight to the server. Set the savegame name in the panel, where difficulty and PvE or PvP live too, and the base keeps standing without anyone's PC on. More in how to host a Night of the Dead server.

FAQ

Where are Night of the Dead save files?

On Windows in %LocalAppData%\LF\Saved\SaveGames, one folder per save. Dedicated servers use LF/Saved/SaveGames inside the server folder.

What should SaveName be?

The exact name of the save folder you uploaded, for example OurBase(Multiplayer), including brackets and capitals.

Will my friends keep their characters?

Player data is in the save's _Player.sav file, so it moves with the folder. Have everyone check their inventory on first join.

Does the difficulty come with the save?

No. The server uses its own Difficulty setting, so set it to what you played on before starting.

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