____ ____ / ___| __ _ _ __ ___ ___ / ___| __ ___ _____ ___ | | _ / _` | '_ ` _ \ / _ \ \___ \ / _` \ \ / / _ \/ __| | |_| | (_| | | | | | | __/ ___) | (_| |\ V / __/\__ \ \____|\__,_|_| |_| |_|\___| |____/ \__,_| \_/ \___||___/ [Game Saves] Last updated: 2022/11/15 If a game allows the player to save their progress, these saves are typically placed in one of the following locations: Windows XP ---------- C:\Documents and Settings\{username}\Application Data\LOVE\ %appdata%\LOVE\ Windows Vista and newer ----------------------- C:\Users\{username}\AppData\Roaming\LOVE\ %appdata%\LOVE\ macOS ----- Users/{username}/Library/Application Support/LOVE/ GNU/Linux --------- /home/{username}/.local/share/love/ $XDG_DATA_HOME/love/ Android ------- /data/data/org.love2d.android/files/save/ /sdcard/Android/data/org.love2d.android/files/save/ This is because of the "love.filesystem" function, which usually looks in one of three places: 1. The root folder of the *.love archive 2. The root folder of the game's save directory. 3. The folder containing the game's .love archive (or source directory), but only if specific conditions are met. For creating a game with a simple save/load feature, you may want to take a look at the SaveData library at https://github.com/BroccoliRaab/SaveData Example local saveData = require("saveData") function love.load() t = {} t.settings = {graphics = "good"} t.settings.window = {x = 10, y = 20} t.save = {} t.save.scene = "boss" saveData.save(t, "test") local t2 = saveData.load("test") print(t2.settings.graphics) print(t2.settings.window.x, t2.settings.window.y) print(t2.save.scene) end OUTPUT (in a terminal since no love.draw is used): good 10 20 boss