Rebellion Saves, Progress & Support

Last updated: 2026-10-05What Rebellion saves on your computer and when, what survives a defeat, what the host keeps in co-op, how to back up and move your progress, and how to get help.

Saves, Progress & Support

Effective date: 5 October 2026 · Version 1.1

The main point in one line: all Rebellion progress is stored on your computer, not with us. There are no cloud saves, progress is not tied to your account, and we cannot restore what is lost.

We write these documents in good faith and keep them accurate to how the game actually works. They have not yet been reviewed by qualified Estonian legal counsel.


1. What lives where

The game's data folder is %LOCALAPPDATA%\APERTURESyndicate\Rebellion Saves\. It is separate from the game itself, which the installer puts in %LOCALAPPDATA%\APERTURESyndicate\Rebellion\ — so uninstalling or reinstalling the game does not touch your saves.

File or folderWhat it holdsSurvives a defeat
worlds\main\run.synxThe current endless run: floor, rebel, items, souls, the keeperNo — a defeat deletes the save
village.synxYour village: land, name, buildings, furnitureYes
bestiary.synxWhich creatures you have already metYes
village_tales.synxWhich tales the villagers have already toldYes
settings.synxSettings, key bindings, volume, music choices and the Resonance playlists you addedYes
syndicate.sessionYour account sign-in token, encrypted with a key bound to this computer—
music\Your own music for the game—
logs\Logs: rebellion.log for the current run of the game and the four before it—

The game keeps engine caches (shaders) separately, in %APPDATA%\APERTURESyndicate\Rebellion\; nothing of yours is in them, and they can be deleted without loss.

Moving from an older version. Early versions kept their data in %APPDATA%\Godot\app_userdata\Rebellion\. On first launch the new version copies your data from there into the new folder once and leaves the old folder as a backup — delete it once you are sure everything is in place. The old music cache is erased rather than copied.

2. When a run is saved

  • The save is written when you enter a floor and while you are in town — on a timer and when you quit.
  • Never in the middle of a floor. Quit mid-floor and you return to the start of that floor with what you had when you entered it.
  • A defeat deletes the run save. Your village, its name and buildings stay; souls, residents, items in storehouses and chests, and the keeper's slots burn with the run — that is how the game's rules are designed.
  • A damaged save is never erased silently. If the file cannot be read or does not fit the current version, the lobby marks it as damaged and does not offer to continue it; a new run sets the old file aside next to it.

3. Co-op: whose world it is

  • The world, the run and the village belong to the host and are stored only on the host's computer. The host loads their own world; only the host names the village.
  • A guest in a fresh world — where the squad has not yet cleared a single floor — gets the starting kit. In a world where floors have been cleared, a guest joins with nothing: empty hands, an empty bag, no souls. The squad can hand them items.
  • Everything a guest does in the host's world — including buildings bought with their own souls — stays in the host's files. None of it carries over to the guest, and the guest's own village is neither read nor changed during co-op.
  • You can join a world only at a boundary — in town or on entering a floor. If the squad is mid-floor, the newcomer waits until it returns to town.
  • When the host leaves, the session ends for the guests. A dropped connection, a desync or a restart of our relay can cost progress since the last save.

4. Backing up and moving your progress

  • Backup — copy the whole data folder while the game is closed.
  • Moving to another computer — copy the folder to the same place there. The sign-in token is encrypted with the old computer's key and will not work on the new one: just sign in again.
  • Do not edit the files by hand. We do not restore a save broken by a manual edit or a mod.

5. What progress is worth

Souls, items, villages and other progress are part of the game. They have no monetary value, they are not your property, and they cannot be sold, bought or transferred outside the game. Transferring or selling an account is prohibited by Section 5 of the Terms of Service.

6. Support

Where to write: a support request from your account on aperturesyndicate.com, or an email to [email protected]. We accept requests in English or Estonian.

What to include: the game version, what you did and what happened, and the log logs\rebellion.log from the data folder. Read it before sending: the log may contain the path to the game's folder (which often shows your Windows user name), the file names of your music and the tracks that played, and the nicknames of your squad. Until you send us a log yourself, it never reaches us.

Other routes:

What happenedWhere to go
A player breaks the rules; an offensive nickname or village namehttps://report.aperturesyndicate.com — no account needed
You found a vulnerability in the game or the relay[email protected] — subject "SECURITY", see the Security & Responsible Disclosure Policy
A question about your data[email protected] — subject "GDPR request"

Found a bug that gives an advantage or breaks the game for others? Tell us rather than use it in other people's squads (see the Online Play & Squad Rules).

APERTURESyndicate OÜ · Registry code 17384111 · VAT EE102972654 · Priisle tee 8, Lasnamäe linnaosa, Tallinn, Harju maakond, 13914, Estonia

The English version is the controlling version; translations are provided for convenience.


Version history

  • v1.1 — 2026-10-05 — New data folder Rebellion Saves, separate from the installed game, and the move from the old folder; the rebellion.log log; your own music in the data folder, no music cache any more; the starting kit for a guest in a fresh world.
  • v1.0 — 2026-10-04 — First publication.
Rebellion Saves, Progress & Support | AS Docs