Skip to content
SCRAPMECHWIKI · 1.0 Database
Guides

Returning players

Returning to Scrap Mechanic 1.0: Save Compatibility

A safe decision guide for old Survival saves, Creative worlds, mods, backups, and choosing the right Steam branch.

Updated 2026-07-26

Old Survival saves and the 1.0 world are separate

01

The official 1.0 announcement states that existing Survival saves are not compatible with the new release. This is not a minor file-format warning: the world, story, enemies, resources, crafting balance, and progression changed enough that an old save cannot continue as a normal 1.0 campaign.

Steam keeps a previous-version branch for players who want to revisit an older Survival save. Treat that branch as a historical environment. It lets you continue the old ruleset; it does not upgrade the world or migrate its progression into 1.0.

The decision in one sentence

Choose a new save for the current story and systems; choose the previous branch only when the old save itself is the experience you want to preserve.

Creative worlds are supported, but validation still matters

02

Old Creative worlds can be loaded in 1.0 according to the release guidance. Compatibility means the save opens; it does not prove that every controller sequence, physics-dependent mechanism, modded part, or balance-sensitive creation behaves exactly as before.

Open an irreplaceable world from a copy, not the only save. Test steering, bearings, controllers, sensors, logic timing, mounted tools, and any creation that relies on a mod. Save the 1.0 copy under a recognizable name only after the important behavior has been checked.

  • Duplicate the world folder before first launch in a different branch.
  • Keep the backup outside the game's active save directory.
  • Test complex machines in a disposable copy before overwriting anything.
  • Record which game branch and mod set a preserved world expects.

A branch-switching workflow that avoids accidental damage

03

First decide whether the session is for current 1.0 play or historical save access. Back up the target saves, close the game, select the intended Steam branch, and wait for the branch download to finish. Verify the version at launch before opening a world.

When returning to 1.0, repeat the same discipline. Do not assume that Steam Cloud is a substitute for a versioned backup: synchronization protects availability, while a separate copy protects you from an unwanted save rewrite or a mistake made in the wrong branch.

Why a copied folder is better than a single backup file

A world may depend on several files plus mod metadata. Copying the complete save directory preserves that relationship and makes restoration easier than trying to reconstruct which individual file changed.

Mods and Workshop creations need their own compatibility check

04

A Creative world can be structurally compatible while a required mod is not. Missing blocks, changed UUIDs, altered scripts, or a newer dependency can affect the creation before you notice a visible problem. Check the Workshop page and mod update date, then test a copy with the same dependency set.

For a complicated vehicle or factory, export a blueprint as an additional recovery path. A blueprint is not a complete replacement for the world state, but it can preserve a creation if a mod or save interaction damages the placed version.

What returning players should relearn first

05

Do not try to memorize every patch note before starting. Relearn the systems that drive irreversible or expensive decisions: current quests, recipe routes, schematic gates, raids, and the location or purpose of new progression facilities. These are the areas where old habits create the largest cost.

Use your old mechanical knowledge—logic, building, vehicle stability, automation—as a foundation, but verify economy facts in the item database and confirm current objectives in the quest index. That split gets you back into play quickly without carrying obsolete assumptions into a fresh run.