v2.2.2 · stable · Palworld

One authoritative save.
The host can change.

Coordinate the same Palworld world across multiple PCs without keeping one game server online 24/7 and without passing ZIP files around manually.

Stop asking “which save was the good one?”

The backend keeps one source of truth. Every host must prove it started from the right version before it can publish progress.

1 · status + lock
2 · download if needed
3 · PalServer + heartbeat
4 · save + shutdown
5 · ZIP + SHA-256
6 · upload with baseVersion

Designed to fail without silently overwriting progress

The difficult part is not uploading a folder. It is preserving ownership and history when hosts, networks or processes fail.

Concurrency

Exclusive lock, TTL, heartbeat and optimistic concurrency through baseVersion.

Identity

Palworld uses worldGuid so a different world cannot be published accidentally.

Atomic publication

Temporary ZIP, defensive validation, SHA-256 and transactional SQLite authority changes.

Recovery

Version history, restore-as-new-version, pending upload recovery and rollback procedures.

Durable backup

SQLite queue and a supervisor independent from Gunicorn, with timeout, retry and crash-safe retention.

Secrets

Bearer hashes on the backend and DPAPI on Windows. Runtime data stays out of source and release assets.

Self-hosted backend + Windows client

Use client and backend from the same stable product release.

Backend v2.2.2

git clone --branch v2.2.2 --depth 1 https://github.com/Ayerdi/dedicated-server-save-sync.git
cd dedicated-server-save-sync
config/deploy.sh --init-env
config/deploy.sh

Requires Docker Compose, HTTPS and private storage.

Windows client v2.2.2

1. Download the ZIP and .sha256.

2. Verify the checksum.

3. Configure config.json.

4. Run Configure-Secrets.cmd and Test-Connection.cmd.

5. Start with Start-PalworldSync.cmd.

Palworld's local REST API must listen on localhost only. Do not expose that port through your router.

Feature-complete, not abandoned

The Palworld reference is maintained for bugs, security, dependencies and compatibility. The broader multi-game and device/cloud-sync product will live separately.