Zion Save Inspector
Visual editor for game save data — JSON, PlayerPrefs, binary, custom formats. All in one window. Atomic writes, auto-backup, full tree editing, zero dependencies.
by Zion Gaming
Price History +
Stop hand-editing save files.
You know the drill. QA needs 9,999 gold to reproduce a bug. A designer wants to fork their test save before trying something destructive. You need to peek inside a PlayerPrefs key, and the "quick" option is writing yet another throwaway debug script.
Zion Save Inspector replaces all of that with one clean editor window. Browse every save your game has written. Pick any value. Change it. Save. Done — in seconds, not minutes.
Why teams buy this
⏱️ Reproduce bugs instantly — set the exact game state QA reported instead of playing 40 minutes to reach it
🎛️ Empower non-programmers — designers and testers edit saves themselves, without touching code or asking you
🛡️ Never corrupt a save — every write is atomic (temp file + File.Replace), with the previous content automatically kept as a .bak sibling. A crash or power cut mid-save can never destroy your live data. PlayerPrefs gets the same protection with one-click Restore.
Works with any save format
The inspector is format-agnostic by design. Implement two small interfaces — ISaveSource (where saves live) and ISaveFormat (how they're encoded) — and it handles JSON files, PlayerPrefs, binary blobs, ScriptableObject snapshots, cloud saves, anything. Drop the class in your project and it's auto-discovered. No registration, no boilerplate.
Three built-in providers cover most projects out of the box:
- Persistent Data Folder — recursively scans Application.persistentDataPath for .json, .sav, .dat, and .save files
- PlayerPrefs source — runtime manifest key + editor watch list, with a dedicated management window
- JSON format — full RFC 8259 parser and writer, hand-rolled with zero Newtonsoft dependency
- Plus a raw-text fallback so any unknown file is at least viewable
Full structural editing, not just values
Right-click any node: add children of any kind, append array items, rename keys, duplicate, delete, reorder, or change a primitive's type with best-effort conversion. Array indices stay in sync automatically. Enter commits, Escape cancels — it works the way you expect.
Zero footprint in your builds
100% editor-only. One editor assembly, no external dependencies — no Newtonsoft, no UniTask, no package-manager surprises. Nothing ships with your game.
Documentation that respects your time
- 📘 User Guide — every interface, window, and built-in component, plus troubleshooting
- 🎓 Tutorial — five worked examples, from "edit your first save" to "write a custom binary format"
- 🌐 Online docs: Home — ZionGames Docs
💬 Support: Discord — https://discord.gg/Y7hqNrJV4
🦁 More tools: https://ziongames.co.uk