WindowsLinux

Where Are Chained Together Save Files Located?

Chained Together keeps checkpoints and settings in %LOCALAPPDATA%\ChainedTogether\Saved, and each player in a lobby has a copy.

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Chained Together follows the standard Unreal layout: %LOCALAPPDATA%\ChainedTogether\Saved holds a SaveGames folder and a Config\Windows folder, and that is the entire footprint. Nothing about your run is kept on a server, which surprises people the first time a co-op group loses a checkpoint to a cloud conflict.

Checkpoint progress belongs to whoever is hosting. Guests keep their own local files, including settings and any solo attempts, but the run the group resumes comes from the host's save. Steam Cloud syncs the folder by default, and letting it finish on every machine before a session avoids most of the ways a night gets lost.

Where Chained Together stores this, by platform

Windows
%LOCALAPPDATA%\ChainedTogether\Saved

SaveGames holds the checkpoints, Config\Windows holds settings and keybinds. Steam Cloud syncs the whole tree, and the AppData path is hidden, so paste it into Explorer rather than clicking through.

Linux
~/.local/share/Steam/steamapps/compatdata/2567870/pfx/drive_c/users/steamuser/AppData/Local/ChainedTogether/Saved

The Windows build through Proton on Linux and Steam Deck, inside the prefix for app ID 2567870. A copy of the path to share with the group, since a mixed group will have a Deck or two in it.

Frequently asked questions

Where is the Chained Together save file?

In %LOCALAPPDATA%\ChainedTogether\Saved\SaveGames, with settings in the Config\Windows folder beside it. Paste the path into the Explorer address bar, since AppData is hidden by default.

Our group lost the checkpoint. Can we get it back?

Whoever was hosting holds the run. Check that machine first, then the other players: a half-synced Steam Cloud copy can roll one player back. Restore the SaveGames folder from a backup or the cloud with the game closed.

Does the host have to be the same person every session?

No. Every player keeps local files, so any of you can host with your own progress. What does not carry over is one player's checkpoints into someone else's lobby; the run moves at the speed of the host's save.

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