.rpgsave · RPG Maker MV

RPG Maker MV Save Editor: Edit .rpgsave Files

Savepoint opens standard RPG Maker MV .rpgsave files directly in your browser. Search the decoded values, make a small change and download an edited copy without installing a desktop editor or uploading your save.

Open the free save editor

What is an .rpgsave file?

A standard MV save contains JSON compressed with LZ-String and encoded as Base64. Opening it in a text editor does not show the original game variables. Savepoint decodes this container and applies the same encoding steps when you export.

The extension identifies a common convention, not a guarantee. Games can replace the standard save system with plugins, encryption or custom data. Ruby Marshal saves from RPG Maker XP, VX and VX Ace use different formats and are read-only in Savepoint.

How to edit an RPG Maker MV save

Use a copy of a save from the game and slot you want to change. The editor does not locate files on your device or decide which slot is active.

  1. Close the game and copy the original .rpgsave file to a separate backup folder.
  2. Open the Savepoint editor, choose the file and check that it is recognized as RPG Maker MV.
  3. Search for a known value or variable name. The standard party gold field is often party._gold; plugins and custom systems may use another path.
  4. Change one value, review the Changed filter and download the edited save.
  5. Keep the original filename and extension when replacing the intended slot. Reopen the game and verify the result before making more changes.

Which values can you change?

The editor exposes existing numbers, text and booleans. Gold, quantities, switches and variables may appear when stored as supported values. Optional database mappings identify known IDs; the editor does not create new inventory entries.

RPG Maker JsonEx constructor and reference metadata beginning with @ stays protected. Null values are preserved. Undo and redo let you review changes during the current session, while downloading the original gives you the bytes you first opened.

Show item names with the game’s database

After opening your MV save, choose Add mapping JSON and select Items.json from the same game and version. Existing inventory IDs gain item names and descriptions, and search works with those names. The editable number remains the quantity; the original field path stays visible.

You can also load Weapons.json, Armors.json, Actors.json, Classes.json, Skills.json, States.json, Enemies.json and MapInfos.json for recognized references. System.json supplies names for variables and switches. Keep the original filenames and select several databases at once if needed.

Mappings only label existing fields. They stay in the current browser session and never become part of the downloaded save. Loading another file for the same database replaces its labels; removing a mapping restores the raw IDs without undoing your edits.

If the edited save does not load

Restore the backup first. Check the filename, the selected slot and whether the game was closed during replacement. A valid container can still contain a value the game rejects: change one field at a time and stay within the limits expected by that game.

A file rejected during import may use a proprietary save plugin or be incomplete. Renaming it to .json does not remove compression or encryption. Files above 10 MB are not accepted; decoded data is limited to 20 MB.