This week Save systems audited: 44 games Longest gap between checkpoints found: 41 minutes Branch counts verified by replay
A shadowed archive shelf holding stacks of unlabelled data cartridges and small storage drives with one pink indicator light
Survey

Forty-Four Save Systems, Audited: The Average Game Loses Eleven Minutes Of Your Work

We measured the gap between checkpoints in every game we have played this year, then deliberately quit at the worst possible moment to see what survived. The median loss was eleven minutes. The worst was forty-one, in a game with no manual save at all.

Reviews

Games judged on what they let you keep

Every review records checkpoint spacing, what a forced quit costs, how many endings genuinely differ, and whether the game respects a second playthrough.

A corridor of doorways receding into darkness, each showing a different room, one outlined in glowing pink Review

Nine Doors Claims Nine Endings And Has Roughly Three

We played all nine to completion and compared them line by line. Six differ only in a closing paragraph. That is a legitimate design choice, but the marketing figure describes something that is not there.

A rain-streaked apartment window at night seen from inside, with case notes scattered on a desk Review

Paper Trail Lets You Rewind One Decision, And It Is Enough

A detective game with a single rewind that returns you to your last accusation. One undo, used sparingly, does more for the pacing than an unlimited save would, and we can explain exactly why.

Dispatches

Shorter pieces on progress and structure

A cross-section of an underground shelter at night with several small lit chambers stacked vertically Dispatch

Survival Games And The Fear Of Closing The Window

Seven survival games measured for what happens when you quit without warning. Three handled it perfectly, two lost the current task, and two lost an entire day cycle of work.

An overgrown railway platform at dusk with an abandoned ticket booth and one lit lamp Essay

A Second Playthrough Is A Request, Not A Feature

Games increasingly assume you will replay them, and rarely do the work of making the second run different. We think a replay should be earned rather than assumed, and we score accordingly.