セーブ
Dust Front RTS のセーブシステム:確認されていること
Dust Front RTS のセーブ仕様は公開されておらず、手動セーブ、オートセーブ、ファイルの場所は未確認です。ここでは進行状況について確認されていることを整理します。未発売の段階ではセーブ周りは詰めの工程で公開されることも多く、現時点の沈黙は仕様の不在を意味しません。
最終確認: 2026-08-30
この記事は現在英語版のみです。
Players coming from long grand strategy campaigns tend to ask about saves before they ask about anything else: can I save mid-battle, how often does it autosave, and where do the files live so I can back them up. For Dust Front RTS none of those three has a published answer, and this page keeps that gap clearly marked rather than filling it with a plausible guess.
What the developer has and has not said about saving
The save system is not specified by the developer. There is no published list of save slots, no stated autosave interval, and no published save file path. That means the following are all unconfirmed, and you should not plan around them:
- Whether a manual save command exists, and what key or button it uses.
- Whether the game autosaves, and if so how often or at which points.
- Whether you can save during a battle or only between them.
- Where save files are stored on disk, and whether they can be copied or backed up.
- Whether there is a single campaign save, rotating autosaves, or named slots.
Do not read that as a warning about the game. Dust Front RTS has not released yet — Steam shows it as coming soon, with the release date to be announced and the price not announced. Save behaviour is exactly the kind of detail that gets documented close to launch, and the demo does not exercise it, because the demo is not a campaign.
What is confirmed: progress lives at the global map level
One structural fact is confirmed and it is the useful one. Campaign progress in Dust Front RTS is stored at the campaign and global-map level rather than per battle.
That follows from how the game is built. The real-time battles sit inside a strategic global map — the developer describes the combat as C&C-style, the campaign as in the spirit of Dawn of War: Dark Crusade, and the global mode as more complex than either, closer to Total War's strategic layer. Which regions you hold, which strike groups exist and where they are, and how the campaign has gone are the persistent state. An individual battle is a resolution of that state, not the state itself.
The practical consequence for a player is that the thing you would most want protected — the campaign — is the thing the game is organised around persisting. It is still worth saying plainly that the mechanism, the frequency and the file format are unconfirmed.
Veterans: the persistence the developer has described
The clearest confirmed statement about persistence is about units rather than files. The developer's own description is that strike groups and garrisons give you the ability to lead veterans from start to end.
- Strike groups are how the army is organised. Part of your force deploys immediately when a battle begins and the rest arrives as reinforcements; the demo ships an interface for configuring this before the fight starts.
- Garrisons hold units and territory between battles. They are what makes the campaign map behave like a front line rather than a mission list.
- Veterans are the units that survive. Because they carry across battles, a formation you have kept alive through several engagements is a campaign asset, and losing one is a real loss rather than a stat reset.
That is the closest thing to a published answer on what is remembered between sessions: the state that matters is the shape of your army and the ground you hold. Whether that is written to disk automatically, on demand, or only at certain points has not been stated.
The demo is one mission, not a campaign
The free demo does not add information about saving, because it is not structured as a campaign. It is a single procedurally generated mission: the Siege of an Industrial City, one of several battle types focused on macro. The mission type is fixed and the map is always slightly different.
What the demo does let you configure is the difficulty and scale of the fight — a multiplier sets enemy strength and base size, with the enemy base made up to four times larger — and an optional durability and health modifier that multiplies enemy hit points. Since update D-30, chevrons and stars are awarded on the final stat screen for the enemy base multiplier, showing the maximum difficulty multiplier achieved at each enemy base size.
The demo also remains available indefinitely. The developer extended it a week past Next Fest and then left it up, saying no further patches are planned, that it may be used as a public test platform, and that he will not announce when it closes.
Where to get a real answer
If you need the save behaviour confirmed before you commit to a 15-hour campaign, ask the developer. The official Discord is the fastest route — it is where he answers questions informally — and the Steam community hub is the second best. The Steam news hub is where formal mechanics posts appear.
Two things about how he communicates are worth knowing before you ask. He posts rarely on Steam on purpose: posts have to be long, translated and formatted, Steam has no embedded video player, and he will not create artificial news cycles before release. On the release date question specifically he has said he will not answer until he makes an official announcement, because he is not a fan of postponements.
Put together, the pattern is a developer who prefers systems to be met in game rather than itemised in advance. The reasonable reading is that some details are deliberately held back until launch rather than missing. That reading is our interpretation, not a quoted policy.
Key facts
- Manual save: unconfirmed — not stated by the developer
- Autosave interval: unconfirmed — not stated by the developer
- Save file location: unconfirmed — not stated by the developer
- Campaign progress: confirmed to live at the campaign / global-map level
- Veterans: confirmed to carry between battles via strike groups and garrisons
- Demo: one procedurally generated mission; no published save spec
- Campaign length: roughly 15 hours for one campaign
- Pauses: Esc full pause, Space tactical pause — neither is a save
Related pages
関連ページ
- チートDust Front RTS にチートは存在しません。開発者コンソールもチートコードもスポーンコマンドも交換コードも無く、確認されている範囲の情報をまとめました。開発中に使われたデバッグコンソールは公開ビルドでは無効化されており、コマンドを入力する手段自体が存在しません。
- 動作環境Dust Front RTS の動作環境は 64 ビットの Windows 10 または 8.1、Intel i3-3250、メモリ 4GB、GTX 1050、ストレージ 2GB です。推奨環境は公開されておらず、最小構成は起動の目安であって快適さの保証ではないため、判断には無料体験版が唯一の実測値になります。
- 開発者Dust Front RTS の開発者 rtsDimon は、自己資金で開発と販売を一人で担い、投稿に「rtsDimon (Dmitry)」と署名します。バグ報告は歓迎し、多数決での開発は行いません。活動拠点はチェリャビンスクと報じられていますが、本人は所在地を公表していません。
- SteamDust Front RTS の Steam 情報まとめ。App 2610770 がウィッシュリスト登録先のストアページ、App 4776100 が無料体験版、ニュースハブに開発者の全投稿があります。対応言語は英語とロシア語のみで、どちらもフル音声に対応しています。
- ダウンロードDust Front RTS の製品版は未発売のためダウンロードできません。正規の入手方法は Steam の無料体験版(App 4776100)をクライアントから導入する方法のみです。導入は数分で終わり、キーも不要です。他の手段に意味はありません。
- スクリーンショットDust Front RTS のスクリーンショットは Steam のストアページとコミュニティハブにあります。このウィキでは直リンクせず、その理由と画像の内容を説明します。煤とコンクリートに覆われた世界観は、宣伝用の一枚からもはっきり読み取れます。
- 壁紙Dust Front RTS の公式壁紙パックは存在しません。入手元は Steam のストアアート、コミュニティハブ、そして YouTube の公式トレーラーのフレームです。MOD サポートも無いため、アセット集が公式に配布されることもありません。