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Vanguard Galaxy Save Terminal

A standalone, offline, single-file save editor for Vanguard Galaxy (Steam, Early Access). Drop your .save file onto an HTML page and edit credits, faction reputation, ship hull, equipment stats, refined materials, mission objectives, and more. No installation, no server, no internet connection required after download.

⚠️ Unofficial fan project. Not affiliated with the developers of Vanguard Galaxy. Always back up your save before editing.


Screenshots

Add screenshots here once you have them. Suggested shots: the boot splash, the Overview tab with a loaded save, the Faction reputation list, the Galaxy map stats, the Equipment tab.


Features

Core

  • Single HTML file, ~120 KB. Double-click to open in any modern browser.
  • 100% offline — gzip handling (pako library) is inlined, no CDN, no external fonts, no telemetry.
  • CRT terminal aesthetic — scanlines, drifting starfield, amber-on-black readouts, boot sequence.
  • Live diff tracking — every change increments the modified-fields counter; a single click resets to the original.
  • Two export modes — repackaged .save (gzipped, drop-in ready) or pretty-printed .json for inspection.
  • Keyboard shortcutCtrl/Cmd + S exports the edited save.
  • Mobile-friendly — responsive layout works on phones too.

11 Editor Tabs

# Tab What you can edit
01 Overview Credits, level, XP, bonus skill points, ship name, elapsed time, all 3 ranks, inventory & cargo capacity. Includes 9 quick-action buttons (see below).
02 Commander First/last name, callsign, gender, icon, level, XP, bonus skill points, title, title color. Plus all 8 skill trees with per-node point allocation, mastery level, mastery XP, locked state.
03 Ship Ship name, class, faction, unit rank, hull/armor/shield (current + max), damage taken, travel speed. Combat flags: always hostile, always friendly, no rep loss, can be tracked, can flee. Crew: each crew member's level, XP, rarity.
04 Equipment Direct hull/armor/shield stats. Every installed module (Reactor, Engine, Scanner, Tractor Beam, Hull Kit) and every hardpoint (turrets/weapons) with editable name, item level, rarity, base cost, favourite flag, individual stats, and dynamic fields (range, capacityCost, etc.). Boosters list with add/remove.
05 Factions All 122 faction-pair reputation entries with live reputation bars (cyan = positive, red = negative). Filter by name, "Player only" toggle, sort by rep.
06 Cargo Cargo capacity, global inventory capacity. Visual list of all cargo items and global inventory items color-coded by rarity. Click any item to clone it (creates a fresh x1 stack).
07 Materials The 8 refined material slots in the global refinery (Titanium, Tungsten, Carbon, Platinum, Silicon, Iron, Cobalt, Nickel — best-guess labels). Plus a per-item count editor for everything in cargo.
08 Galaxy Map exploration stats (sectors, systems, POIs visited, jumpgates open/closed). Autopilot settings (run missions, auto-sell, gameplay type, target layer, etc.). Sortable list of all systems with per-system POI exploration progress.
09 Missions Active missions with editable per-objective progress (currentAmount vs requiredAmount). Archived mission ID list.
10 Progress All progression unlock flags (map, autoplay, fast-lane travel, Salwor trade-in, skilltree tier 2, warp fuel, emergency jump, Umbral Transponder, etc.). All ranks and rank caps. Game register counters and flags.
11 Raw JSON Full pretty-printed JSON editor with validation. For anything the UI doesn't expose.

Quick Actions

One-click bulk operations across the editor:

Overview

  • + 1M CREDITS
  • LEVEL → 60
  • + 50 SKILL PTS
  • ALL FACTIONS → +30000 / → -30000 / → 0
  • FULL REPAIR SHIP
  • UNLOCK ALL FLAGS
  • RESET ALL EDITS

Equipment

  • DOUBLE STATS / 10× STATS
  • ALL → LEGENDARY
  • FAVOURITE ALL
  • + 2 ASPECT SLOTS
  • 100K HULL/ARMOR/SHIELD

Cargo

  • CLONE INSTALLED EQUIPMENT TO CARGO
  • FAVOURITE ALL ITEMS

Materials

  • ALL → 1,000 / 10,000 / 99,999 / 0

Galaxy

  • REVEAL ALL POIs
  • OPEN ALL JUMPGATES
  • MARK ALL SYSTEMS VISITED

Missions

  • AUTO-COMPLETE OBJECTIVES

How it works

Vanguard Galaxy save files are gzip-compressed JSON. The editor:

  1. Detects gzip magic bytes (1f 8b) and decompresses with pako (MIT-licensed, inlined).
  2. Parses the JSON into a live in-memory model.
  3. Renders editable fields against the model. Every change mutates the model directly.
  4. On export, re-serializes the model (minified, like the original) and re-gzips it.

Round-tripping a vanilla save through the editor produces a re-gzipped file that's typically smaller than the original (different compression levels) but functionally identical.


Installation

  1. Go to Releases (or just download vanguard_save_editor.html from this repo).
  2. Save the HTML file anywhere — Desktop, Downloads, wherever.
  3. Double-click to open in your default browser. That's it.

There's no installer because there's nothing to install. The whole thing is one HTML file.


Usage

Locating your save file

Save files are typically here:

OS Path
Windows %USERPROFILE%\AppData\LocalLow\Maverick Games\Vanguard Galaxy\
Linux (Proton) ~/.steam/steam/steamapps/compatdata/3471800/pfx/drive_c/users/steamuser/AppData/LocalLow/Maverick Games/Vanguard Galaxy/
Steam Cloud <Steam>/userdata/<your-id>/3471800/remote/

The file you want is named something like <character>.save. If you're not sure where it is, in Windows run:

dir /s /b "%USERPROFILE%\AppData\*vanguard*"

Editing

  1. Back up your save first. Copy your_save.saveyour_save.save.bak.
  2. Open vanguard_save_editor.html in your browser.
  3. Drag the .save file onto the drop zone (or click to browse).
  4. Edit whatever you want across the 11 tabs.
  5. Click EXPORT EDITED SAVE (or press Ctrl/Cmd+S).
  6. The browser downloads <original>.edited.save.
  7. Rename to replace your original (after backing up!) and load the game.

Tips

  • Quit the game before editing the save. The game writes back on exit and will overwrite your changes.
  • If you want to move materials between stations, dump cargo first and use the Materials tab — refinery storage is global.
  • The credits field is stored as a string in the save, not a number. The editor preserves that.
  • Mass faction edits (ALL FACTIONS → +30000) affect all 122 faction-pair entries, including non-player ones. Usually fine, but if you want surgical changes, use the Factions tab and filter by "Player only."
  • The Cargo tab lets you click any item to clone it. Combined with the Equipment tab's stat editor, the workflow for "modded" gear is: acquire base item → buff stats → set rarity Legendary → clone several times.

What this tool can NOT do

This is a save editor, not a game mod. It can only change values that already exist in your save file.

  • Cannot add new ship classes that the game doesn't already have. To unlock more hulls in shipyards, use the VG All Ships For Gold BepInEx mod.
  • Cannot spawn entirely new item types that the game's item registry doesn't know about. You can clone existing items and rename/buff them, but the game's internal item factory is what creates novel items.
  • Cannot rebalance the game globally — no enemy buffs, no global drop-rate changes, no economy rebalancing. Those need C# code injection via BepInEx + HarmonyX.

For real game modification (adding ships, changing combat formulas, new UI elements), see Nexus Mods for Vanguard Galaxy.


Compatibility

Tested against Vanguard Galaxy v0.8.0.13 (Early Access, 2026). The editor reads data.Version from the save and shows it in the status bar.

Future game updates may add or rename fields. The Raw JSON tab is the safety net — anything the UI doesn't expose can still be edited directly. If a field's name changes and the UI breaks, the underlying data is still preserved through round-trip.

The editor is built defensively:

  • Null entries in arrays are filtered out (some saves contain them — we hit this in cargo and global inventory).
  • Missing optional fields don't crash the renderer.
  • Render errors are caught per-tab and toasted, not fatal.
  • All faction/crew/skill-tree iteration handles malformed entries gracefully.

Browser support

Anything modern. No specific minimums but used:

  • FileReader + Blob + File API
  • ES2017+ (async/await, optional chaining)
  • CSS Grid + CSS variables

Verified working in Chromium, Firefox, Safari. Works fine over file://.


Development

There's no build step. The whole thing is one HTML file with inlined CSS and JS. Edit vanguard_save_editor.html directly.

If you want to run automated tests against a real save, the project has been tested using jsdom to simulate the full user flow:

npm install jsdom
node test.js   # write your own — see history for examples

The end-to-end test loads the save through the file input event, clicks each tab, fires every quick action, and verifies the JS produces no console errors.

Project structure

vanguard_save_editor.html   # The entire editor (~120 KB, includes pako)
README.md                   # This file
LICENSE                     # MIT

That's it. One file. Resist the urge to add a build pipeline.


Contributing

Pull requests welcome. Some ideas:

  • More accurate refined material slot labels (the order is currently a best-guess).
  • Better guesses for the MATERIAL_LABELS constant if the game canonicalizes them somewhere.
  • Aspect editor (the aspectSlots array contains structured aspect objects we don't fully expose).
  • Multi-ship support if/when the player owns more than one ship.
  • Item template database for safer item spawning (would require reverse-engineering the game's item factory).
  • i18n.

Please don't add external runtime dependencies. The "single offline file" property is a feature, not a constraint to work around.


Credits & Acknowledgements


License

MIT — do whatever you want with it.

The pako library is bundled under its own MIT/Zlib license; the original copyright header is preserved in the inlined code.


Disclaimer

This tool reads, modifies, and writes save files on your local machine only. It does not connect to any server, does not collect data, and does not communicate with the game while it is running. Use at your own risk; always back up your save. The author is not responsible for corrupted saves, lost progress, or violation of any future Terms of Service. If save format support breaks after a game update, file an issue.

If a save edit causes the game to crash or behave strangely, restore your backup. If you don't have a backup, that's a great lesson and you'll never forget it again.

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Vanguard Galaxy Save Game Editor

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