Save and Load System for Godot 4 – Tutorial

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Saving and loading game data is a crucial feature for any game, as it allows players to continue their progress even after closing the game. A save and load system for Godot 4 is relatively straightforward, but it requires some knowledge of how to work with files and data structures.

In this tutorial, we’ll be creating a simple save and load system. We’ll start by creating a very basic scene. Keep in mind, that with this flexible technique, you can save any object, and also any data of that object. We’ll also learn how to write this data to a file on disk and how to read it back in when the game is loaded.

By the end of this tutorial, you’ll have a fully functioning save and load system for your Godot game, allowing players to save their progress and continue playing from where they left off. So, let’s get started!

Step by step to a save and load system for Godot 4

  • Create a new scene in Godot by clicking on Scene > New Scene in the top menu.
  • Add a Control node to your scene by clicking on “User Interface”.
  • Add a LineEdit node to your Control node by clicking on the plus sign or Ctrl+A, then search for LineEdit.
  • Do the same for 2x Button (call one “Save”, one “Load”).

Now we’ll add some code to our scene to handle saving and loading.

  • In the editor, click on the Control node and add a Script by clicking “Attach new script”.
  • Give your script a name, such as “”.
  • Click on the “Save” button, then on the right side of the editor, go to Node > Signals.
  • Double click “pressed()” and connect it with the script in the Control node.
  • Repeat this for the “Load” button.
  • Open the script, and replace the code with this code:
extends Control

func _on_save_pressed() -> void:
	$LineEdit.clear() # clear the LineEdit after saving
	print("GAME SAVED")

func _on_load_pressed() -> void:
	print("GAME LOADED")

func _save() -> void:
	var save_file ="saveFile", FileAccess.WRITE) # Open File
	# Go through every object in the SaveLoad group
	var save_nodes = get_tree().get_nodes_in_group("SaveLoad")
	for node in save_nodes:
		# Check if the node has a save function.
		if !node.has_method("saveObject"):
			print("Node '%s' is missing a save function, skipped" %
		# Call the node's save function.
		var node_data ="saveObject")
		# Store the save dictionary as a new line in the save file.
	save_file.close() # Close File

func _load() -> void:
	# Check if the SaveFile exists
	if !FileAccess.file_exists("saveFile"):
		print("Error, no Save File to load.")
	var save_file ="saveFile", FileAccess.READ) # Open File
	while save_file.get_position() < save_file.get_length():
		# Get the saved dictionary from the next line in the save file
		var json =
		# Get the Data
		var node_data = json.get_data()
		if has_node(node_data["filepath"]):
	save_file.close() # Close File
  • Next, add a script to the LineEdit and add this code to it:
extends LineEdit

func saveObject() -> Dictionary:
	var dict := {
		"filepath": get_path(),
		"savedText": text
	return dict
func loadObject(loadedDict: Dictionary) -> void:
	text = loadedDict.savedText
  • Click on LineEdit. On the right side, go to Node > Groups and add “SaveLoad”.
Add the object, that should be saved, to the
Add the object, that should be saved, to the “SaveLoad” group
  • Save the scene and run it. Type some text into the LineEdit and click “Save”. It should automatically delete the text and if you click “Load”, the text should be loaded back into the LineEdit.

Now we have a save and load system for Godot 4

That’s it! With this tutorial, you should be able to implement a basic save and load system for Godot that allows players to save and load their progress in the game. By adding objects to the group “SaveLoad” and add a save / load function to that object, you can extend it to save any other game object you need and also any relevant data of that object, by adding it to the dictionary.

For more information about Godot 4 check the official documentation.

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