Gaming How-To

How to Save in Final Fantasy Resonance (Save Points, Autosave and Save File Location)

Where save points are, how autosave works, what tents do, and the folder where your PC saves live.

Where save points are, how autosave works, what tents do, and the folder where your PC saves live.

Rain, Lasswell and two soldiers at the Earth Shrine entrance in Final Fantasy Resonance

Final Fantasy Resonance saves at glowing pink circles on the floor, called save points, in towns and dungeons. Autosave is on by default, and on the world map, the field map outside towns and dungeons, you can save at any time from the System Menu.

Quick answer: Step onto a pink save point, press F or Enter (A on a controller), choose “Save progress”, pick a slot, then move the cursor up to Yes and confirm. From the world map, bypass save points by pressing Esc, then selecting Save.


How to save at a save point in Final Fantasy Resonance

In Chapter 1, “Tailing the Truth,” you first encounter them on Grandshelt Castle’s upper landing, followed by one inside the Earth Shrine.

Walk onto the pink circle. Standing on it does nothing by itself, so don’t wait for a menu to pop up.
Interact with the save point by pressing F or Enter on a keyboard, or A on a controller. The “SAVE POINT” menu opens with “Save progress” and “Rest in a tent”, with the tent row showing how many tents you own (for example, x3), and some save points, such as the one at the deepest point of the Earth Shrine, add a third row, “Teleport”. Your Gil appears in the top-right corner.
SAVE POINT menu with Save progress and Rest in a tent, opened at the pink save point in the Earth Shrine
The SAVE POINT menu opens when you interact with the pink circle.
Choose “Save progress”, which carries the description “Save your game progress.” This opens the “SAVE” screen, a scrolling list of numbered slots (01, 02, 03 and onward). Empty slots read “NO DATA”.
Select the slot you want to use. Any slot works, but picking one that already holds a save will replace it.
SAVE screen with empty slot 01 highlighted above other empty slots
Picking an empty slot on the SAVE screen.
Confirm the save. The game asks “Save to this slot? Any existing save data in this slot will be overwritten.” with Yes and No. The cursor starts on No, so move up to Yes before you confirm.
Overwrite confirmation box on the SAVE screen with the cursor resting on No
The overwrite prompt defaults to No; move up to Yes to save.

A completed slot displays the save’s date and time, “Time Played”, the chapter and area (such as “Chapter 1 – Tailing the Truth” and “Earth Shrine”), your party’s level, the difficulty, and sprites of your party members.

Save slot 01 filled with Chapter 1 Tailing the Truth progress after saving
Slot 01 after saving in the Earth Shrine during Chapter 1.

Each slot also shows the difficulty the save was made on, in small text under “Time Played” on the right. In the same list, slot 05 reads “Normal” while slot 06 reads “Casual”, so saves from different difficulties are easy to tell apart.

SAVE screen with slot 05 marked Normal and slot 06 marked Casual under Time Played
Slot 05 reads Normal and slot 06 reads Casual.

Saving from the Main Menu

You can also reach the save slots through the menus. In the field, press Tab on a keyboard or Y on a controller to open the MAIN MENU, which lists Map, Quests, Items, Recovery, Equipment & Abilities, Party and System. Pick System to open the SYSTEM MENU. When you stand at a save point, such as the one inside the Earth Shrine in Chapter 1, that menu lists Save, Load, Help, Options, Return to Title and Quit Game, with Save at the top. Choosing Save there opens the same numbered slot list as the save point’s “Save progress” row.

Chapter 1 System Menu with Save highlighted at the top of the list
The Chapter 1 System Menu, with Save at the top.

Away from a save point inside a dungeon, for example deeper in the Earth Shrine, and in the prologue’s “Battlefield”, the SYSTEM MENU (Esc, or Main Menu > System) has no Save row and lists only Load, Help, Options, Return to Title and Quit Game.

System Menu with Load at the top and no Save row, opened away from a save point
Away from a save point, the System Menu starts at Load and has no Save row.

Town buildings follow the same rule as dungeons: inside a building in a town, such as Rain’s house in the Town of Mitra in Chapter 1, the SYSTEM MENU starts at Load and has no Save row, listing Load, Help, Options, Return to Title and Quit Game. In towns and dungeons, you save at a save point, or step out to the world map and save there. The game also autosaves along the way, as explained further down.

System Menu opened inside Rain's house in the Town of Mitra with Load at the top and no Save row
Inside a town building, the System Menu starts at Load with no Save row.

Saving on the town streets follows the same rules as inside buildings. In Chapter 1, while you are on the streets of the Town of Mitra with the objective “Go to Grandshelt Castle”, opening the SYSTEM MENU still lands on Load. Its entries are Load, Help, Options, Return to Title and Quit Game; Save does not appear.

System Menu on the streets of the Town of Mitra starting at Load with no Save row
On the Mitra streets, the System Menu also starts at Load.

Saving on the world map (field map)

The field map is the map outside towns and dungeons, and the rules loosen there. The in-game “Saving Progress” tutorial spells it out.

At the save points found in towns and dungeons, you can record your progress.
(On the field map, you can save at any time.)
For your peace of mind, be sure to save early and often.

Saving Progress tutorial showing the Save progress option and the first save slot
The Saving Progress tutorial explains save points and field map saving.

In Chapter 1, once you leave the Earth Shrine you are on the Kingdom of Grandshelt world map. Press Esc there and the SYSTEM MENU lists Save, Load, Help, Options, Return to Title and Quit Game, with Save at the top, even though no save point is nearby.

System Menu on the Kingdom of Grandshelt world map with Save at the top of the list
On the world map, the System Menu starts with Save.

Selecting Save brings up the familiar SAVE slot list and overwrite prompt. No is selected initially, so move the cursor up to Yes. The completed slot identifies the area as “Kingdom of Grandshelt” beneath “Chapter 1 – Tailing the Truth”.

SAVE screen with slot 05 filled for Chapter 1 in the Kingdom of Grandshelt after saving on the world map
Slot 05 after saving on the world map, labelled Kingdom of Grandshelt.

How autosave works in Final Fantasy Resonance

Yes, autosave is available. When the setting is enabled, the game saves automatically at events such as entering a new area. Enter the Earth Shrine and “Autosaving…” appears alongside a spinning icon in the screen’s bottom-right corner. An autosave also occurs after the prologue’s final battle; choose Continue on the title screen to resume from that point.

Rain in the Earth Shrine in Chapter 1 with Autosaving... at the bottom right of the screen
Entering the Earth Shrine in Chapter 1 triggers an autosave.

Leaving a dungeon autosaves as well. When you walk out of the Earth Shrine onto the world map, “Autosaving…” appears in the bottom-right corner while the “Map” tutorial is on screen. That tutorial reads “Press M to open the world map. From it, you can check your current location and destination.”

Map tutorial on the world map after leaving the Earth Shrine, with Autosaving... in the bottom-right corner
Walking out of the Earth Shrine autosaves while the Map tutorial is up.

Story moves in towns autosave too. Entering Rain’s house in the Town of Mitra triggers an autosave, and the LOAD list then shows the Autosave slot at the top with “Town of Mitra” as its area.

LOAD screen with the Autosave slot for the Town of Mitra at the top of the list
After entering Rain’s house, the Autosave slot reads Town of Mitra.

The toggle lives in Options under the Gameplay tab, on a row called “Autosave” with On and Off. It’s set to On by default.

Options menu on the Gameplay tab, the tab that holds the Autosave setting
The Gameplay tab in Options, where the Autosave row sits.

The autosave is stored separately from your numbered slots, so keep making manual saves alongside it.


Resting in a tent at a save point

Choose the second row in the SAVE POINT menu, “Rest in a tent”, to heal your party. You have three tents at the Earth Shrine. The “Tents” tutorial covers how they work.

Using a tent at a save point will fully restore HP and MP of all party members.
Tents can also be used anywhere on the field map.

Tents tutorial with Rest in a tent selected in the Save Point menu
The Tents tutorial, with Rest in a tent selected at a save point.

Tents cost 300 Gil in the item shops of the Town of Felicitas and the Dwarven Forge. Between save points, Quick Heal on the Main Menu (Tab, then G) heals the whole party with your healer’s MP, but it needs a healer who is still standing. With Fina KO’d, the game refuses because no party member can cast healing magic, so revive her with a Phoenix Down first; after that, one Quick Heal brought everyone back to full HP for 48 of her MP.

Teleporting between save points

A third row, “Teleport”, appears at certain save points. In Chapter 1, the save point at the top of the long staircase in the Earth Shrine, just outside the Crystal Chamber, has it, so its menu reads “Save progress”, “Rest in a tent”, “Teleport”.

Save Point menu with Save progress, Rest in a tent and Teleport rows at the Earth Shrine deep save point
The deeper Earth Shrine save point adds a third row, Teleport.

The first time you touch that save point, the game shows a “Teleport” tutorial, followed by the message “You can now return to the save point at the entrance.”

Teleport can be used at certain save points. When used, you can instantaneously travel between a save point at a dungeon’s entrance and one at its deepest point.

Teleport tutorial page showing the Teleport row in the Save Point menu
The in-game Teleport tutorial.

Once you reach a dungeon’s deepest save point, you can jump back to the entrance, for example to leave or to save there, and return without walking the route again.

Message saying you can now return to the save point at the entrance
The message that unlocks Teleport back to the entrance.

Fast Travel from the Map screen

Fast Travel unlocks in Chapter 1 as soon as Fina joins your party in the field outside the royal capital, and the “Fast Travel” tutorial pops up at that point. It tells you that “You can travel instantaneously to any place you have previously visited by selecting it from the Map screen in the Main Menu.” It also adds one restriction: “Note that you cannot Fast Travel from inside dungeons.”

Fast Travel tutorial saying you can travel to any place you have previously visited from the Map screen, but not from inside dungeons
The Fast Travel tutorial.

Open the Map screen by pressing M, or by going to Main Menu > Map. You see the “Kingdom of Grandshelt” region map, with G Current Position along the bottom. From there, press 1 (Destination List) to open the FAST TRAVEL list, with the whole world map behind it, then pick a place and press F (Fast Travel), or use 1 View Map to return to the region map and C to back out.

Kingdom of Grandshelt region map with Current Position, Destination List and Back prompts
The Map screen: press 1 for the Destination List.

The list has three tabs, Towns, Dungeons and Sanctums, which you switch between with Q and E, and each entry has a “Recommended Level” column. At this stage of Chapter 1, Towns lists “Town of Mitra” and “Grandshelt, the Royal Capital”, Dungeons lists “Earth Shrine” with a Recommended Level of 3, and Sanctums is empty.

Fast Travel list on the Towns tab with Town of Mitra and Grandshelt, the Royal Capital over the world map
The Towns tab of the Fast Travel list.

Grandshelt Castle does not appear in the Dungeons tab. Teleport at a save point moves you between save points you have used, while Fast Travel from the Map screen takes you to towns and dungeons you have visited, though never from inside a dungeon.

Fast Travel list on the Dungeons tab showing Earth Shrine with Recommended Level 3
The Dungeons tab: Earth Shrine, Recommended Level 3.

Once you reach the Kolobos Ruins, opening the World Map with M and choosing 1 Destination List brings up the FAST TRAVEL list. Its Towns tab shows “Town of Mitra”, “Grandshelt, the Royal Capital”, “Village of Kol” and “Town of Felicitas”. The Dungeons tab shows “Earth Shrine” at Recommended Level 3 and “Kolobos Ruins” at Recommended Level 7, while the Sanctums tab stays empty. Pressing F brings up a Yes or No confirmation such as “Proceed to Town of Felicitas?”, and picking a dungeon drops you at the save point in its entrance hall.

Fast Travel Dungeons tab with Earth Shrine and Kolobos Ruins recommended levels
The Dungeons tab lists Earth Shrine (Recommended Level 3) and Kolobos Ruins (7).

After you touch a dungeon’s deeper save point, Fast Travel and Teleport chain together: fast travel to the dungeon from the World Map, then use Teleport at the entrance save point to jump to the deeper one. For the Kolobos Ruins, that means fast traveling in and teleporting from the entrance circle to the inner circle, which is the last save point before the boss.

Fast Travel cannot be used while you are in a dungeon message
Inside a dungeon, the game says “Fast Travel cannot be used while you are in a dungeon.”

By the Wind Shrine stage of Chapter 2, the Towns tab lists seven towns: Town of Mitra, Grandshelt, the Royal Capital, Village of Kol, Grandport Harbor, Town of Felicitas, Dilmagia, the Machinopolis and the Dwarven Forge. The Dungeons tab adds Siren’s Tower (Recommended Level 11), Mt. Thunderclap (13), the Mobliz Shipyard (16) and the Wind Shrine (18) after the Earth Shrine and the Kolobos Ruins.

Fast Travel Destination List on the Towns tab with seven towns including Grandport Harbor and the Dwarven Forge
The Towns tab in Chapter 2: seven towns, from the Town of Mitra to the Dwarven Forge.

Pick a town and press F, and the game asks, for example, “Proceed to Dwarven Forge?”. The cursor starts on No, so move up to Yes. You land inside the town straight away, which makes fast travel the quickest way back to an inn and the shops between dungeons, for example to restock at the Dwarven Forge before the Wind Shrine. M opens the map, and the Destination List with it, inside towns as well.

Proceed to Dwarven Forge? confirmation with Yes and No over the Fast Travel list
The confirmation starts on No; move up to Yes to travel.

Loading a save

To load in-game, choose Load from the System Menu, either with Esc or through Main Menu > System. From the title screen, use Continue or Load.

LOAD screen with the Autosave slot listed above save slot 01
The LOAD screen lists the Autosave above your numbered slots.

Selecting a slot on the LOAD screen opens the “Load game?” prompt, which offers Yes and No. As with the save prompt, No is highlighted initially; move the cursor up to Yes and confirm.

Load game? prompt over the LOAD screen with the cursor on No
The “Load game?” prompt starts on No.

Final Fantasy Resonance save file location on PC (Steam)

On Steam, your saves sit in a per-account folder inside your Windows user profile.

C:\Users\<your Windows user name>\AppData\Local\FFRS\Steam\<your Steam ID number>

For the quickest route, enter %LOCALAPPDATA%\FFRS\Steam in File Explorer’s address field, then open the directory labeled with your Steam ID number.

FileWhat it holds
GameSaveData0.savThe autosave
GameSaveData1.savSave slot 01
OptionSaveData.savYour Options settings
EnhancedInputUserSettings.savKey bindings

A save to slot 01 immediately updates GameSaveData1.sav. Steam Cloud is enabled for the game, and steam_autocloud.vdf is stored in the same folder; Steam syncs your saves between PCs.

Exit the game before backing up your progress, then copy the entire folder to a safe location.