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Spielstand

Self-hosted game save sync for Linux PCs and the Steam Deck: every save versioned, nothing ever overwritten, one web UI for all your machines.

You play on the living-room PC, then on the Steam Deck, then on the PC in the office. Spielstand keeps the saves of every game the same on all of them, with a server on your home network as the single source of truth and Google Drive (or any rclone remote) as the offsite copy.

Overview of all games with their sync status on every PC

What it does

  • Syncs saves between PCs. A small agent on each PC backs up after every session and brings the other PCs up to date. Optional Steam launch option: load right before the start, back up right after.
  • Never loses a save. Before anything is written to a disk, the state on that disk is stored as a version of its own. Versions are never changed, only added.
  • Sees conflicts instead of guessing. Played on two PCs without a sync in between? Both states are kept and you choose in the web UI. No clock comparisons, no silent overwrites.
  • Finds the saves for you. The agent uses the Ludusavi manifest, built from PCGamingWiki, native and through Proton/Wine. What it does not find, you add as a custom game, or let Claude Code find and propose.
  • Takes over your Ludusavi backups. Old backups, also from Google Drive, become versions with their date and comment.
  • Offsite copy. Every version is mirrored to Google Drive through rclone; a lost server is rebuilt from it with one command.

Where to go next

Installation the server with Docker or Podman, then one command per PC
How syncing works versions, the rules that keep saves safe, conflicts, retention
Coming from Ludusavi taking over existing backups
The agent commands, the Steam launch option, files on the PC
Custom games and Claude Code games Spielstand does not find on its own, added by hand or by an assistant
Configuration every setting of the server and the agent
Backup and recovery the Google Drive mirror, rebuilding a server, a forgotten password
Development building, checks, architecture, releases