安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题


- SaveSync.exe: .NET background service; the core of SaveSync. You can decompile it (for example, with dotPeek) and inspect the implementation.
- App.exe: Tauri front-end (the UI you interact with).
- Startup.exe: small .NET helper that registers SaveSync.exe to run at startup.
- SteamCloudHelper.exe: .NET helper that manages Steam Cloud. Before SaveSync writes or deletes a save, SteamCloudHelper launches the game, applies the file changes, then closes the game so Steam uploads the modified save and avoids conflicts.
Where files are stored- Save files are stored via Steam Workshop (unlisted, encrypted, and private by default).
- There are no external servers or APIs — everything runs through Steam, meaning we only use official Steam APIs.
Safety and transparency- All main components are built in .NET or Tauri, so they can be decompiled or inspected if you want to audit the code.
- SaveSync only interacts with save folders and doesn’t modify or inject into any game processes.
- You can monitor its network connections using tools like Resource Monitor or netstat.
- When LAN Sync is enabled, SaveSync installs a TAP driver, which creates a virtual Ethernet adapter similar to how VPNs work. This is required for LAN Sync to function and is only installed when you turn LAN Sync on.
- SaveSync doesn’t collect personal data, doesn’t make external server calls, and all syncing is handled entirely through Steam infrastructure.
About bans / game safety