Universal Save File Decoder
Most game saves are not encrypted at all — just wrapped. This peels off Base64, gzip, zlib and deflate layers one after another until it reaches readable JSON.
Intended for your own single-player save files. Editing saves in multiplayer or online games breaks their terms of service and can get your account banned. Always keep a backup of the original file before you change anything.
Save files are often wrapped several times over — Base64 around gzip around JSON is a very common combination. This peels off every layer it recognises, up to 8, and stops when it reaches readable JSON. It does not attempt decryption: if a layer is genuinely encrypted you need the key.
How to use
- 1Drop your save file.
- 2Click Decode and watch it unwrap each layer in turn.
- 3Read the JSON, or download the decoded data if it is not JSON.
Frequently Asked Questions
What layers does it handle?
Base64 text, gzip, zlib and raw deflate, in any combination and up to eight deep. It stops as soon as it reaches valid JSON and pretty-prints it for you.
It found nothing. Now what?
Either the file is genuinely encrypted or it is a binary format rather than a wrapped text one. Run it through the File Inspector: if entropy is above 7.5 with no header, you need a key; if it is lower, try the Strings tool to see what format it really is.
Why is Base64 around gzip so common?
Because gzip produces raw bytes that cannot be stored in a JSON string, a cookie or an XML attribute. Base64 makes them text-safe. Mobile and web games do this constantly, which is why one click often unwraps a save completely.
Can it re-encode after I edit the JSON?
Not yet — it decodes only. To rebuild a save you would gzip your edited JSON with the Gzip tool and then Base64 it, applying the same layers in reverse order.