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* ''VideoGame/DrawnToLife'': The second game only has one save file per game. It's possibly justified by the game itself [[spoiler:being AdventuresInComaLand]]- you can't exactly have multiple save files in a universe where [[spoiler:everything takes place in the head of supporting character Mike]].

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* ''VideoGame/DrawnToLife'': The second game only has one save file per game. It's possibly justified by the game itself [[spoiler:being AdventuresInComaLand]]- you AdventuresInComaLand]]. You can't exactly have multiple save files in a universe where [[spoiler:everything takes place in the head of supporting character Mike]].
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* ''{{VideoGame/Strife}}'': The last FPS to use the Doom engine, initially had only ''one'' save slot. You could save as often as you wanted, but good luck if you saved next to a boss while being low on health or ammo and with no suitable powerups in sight. Even the producers found this to be too harsh, and removed the limit in a later patch.

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* ''{{VideoGame/Strife}}'': The last FPS to use the Doom engine, ''{{VideoGame/Strife}}'' initially had only ''one'' one save slot. You could save as often as you wanted, but good luck if you saved next to a boss while being low on health or ammo and with no suitable powerups in sight. Even the producers found this to be too harsh, and removed the limit in a later patch.
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* ''Franchise/{{Pokemon}}'': The series started as cartridge games for the UsefulNotes/GameBoy, with ''VideoGame/PokemonRedAndBlue'' and this trope is now presumably tradition:

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* ''Franchise/{{Pokemon}}'': The series started as cartridge games for the UsefulNotes/GameBoy, UsefulNotes/GameBoy with ''VideoGame/PokemonRedAndBlue'' ''VideoGame/PokemonRedAndBlue'', and this trope is now presumably tradition:



* In ''VideoGame/AnimalCrossing'', you are allowed one ''town'' per cartridge, with up to four player characters being allowed to live in a single town; ''VideoGame/AnimalCrossingNewHorizons'' increases this limit to eight. In most games, these characters can be deleted and swapped in for new creations whenever you desire, though ''VideoGame/AnimalCrossingNewLeaf'' and ''New Horizons'' disallow you from [[CantDropTheHero deleting the first created character]] (who serves as the mayor/island representative) without erasing the town/island entirely.

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* In ''VideoGame/AnimalCrossing'', you are allowed one ''town'' per disc or cartridge, with up to four player characters being allowed to live in a single town; ''VideoGame/AnimalCrossingNewHorizons'' increases this limit to eight. In most games, these characters can be deleted and swapped in for new creations whenever you desire, though ''VideoGame/AnimalCrossingNewLeaf'' and ''New Horizons'' disallow you from [[CantDropTheHero deleting the first created character]] (who serves as the mayor/island representative) without erasing the town/island entirely.

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For more of a utility consideration, this might occur when giving the player a representation of the save file is not useful, like in most PuzzleGames, {{Rhythm Game}}s or some other game, where each individual puzzle / stage / song usually has no impact on any other, and there's no permanent loss state, so saving and reloading later would only be a loss of progress, so it's designed so such a negative event can't happen. Then there's the common UsefulNotes/ArcadeGame, EndlessGame, or GameWithinAGame which are just about ScoringPoints, so saving the high score at the end is the only thing that's saved, and you only need one version of that.

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For more of a utility consideration, this might occur when giving the player a representation of the save file is not useful, like in most PuzzleGames, {{Rhythm Game}}s or some other game, where each individual puzzle / stage / song usually has no impact on any other, and there's no permanent loss state, so saving and reloading later would only be a loss of progress, so it's designed so such a negative event can't happen. Then there's the common UsefulNotes/ArcadeGame, EndlessGame, or GameWithinAGame which are just only about ScoringPoints, so saving the high score at the end is the only thing that's saved, and you only need one version of that.



** ''Far Cry 2'' actually allows manual saves on the PC version of the game, with no apparent limit to the number of saves that can be made. ''Far Cry Primal'' on PC likewise allows you to create multiple manual archives of the most recent autosave (for some reason this feature did not carry over into ''Far Cry 5''). ''Far Cry 3'' has ''very'' limited multi-save ability, as you have both 1 seperate manual save and 1 autosave per player profile, and can also create 3 different player profiles.


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[[folder:Racing Games]]
* ''VideoGame/MarioKart'': Series-wide, the characters and vehicles unlocked, as well as the cups won and the Time Trial records stored, are all shared in a game's single file (''64'' and ''Double Dash!!'' even require additional Memory Card space to save the ghost(s) in Time Trial). ''VideoGame/MarioKartWii'' is the only game that averts the trope, thanks to having four save files.
[[/folder]]
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Minor fix.


* ''VideoGame/SonicTheHedgehog2006'': Unlike the previous games in the "''Adventure''" era, this game only uses only save file per Xbox/[=PlayStation=] account.

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* ''VideoGame/SonicTheHedgehog2006'': Unlike the previous games in the "''Adventure''" era, this game only uses only one save file per Xbox/[=PlayStation=] account.
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* ''VideoGame/{{Singularity}}'' notably only limits you to the most recent autosave, it doesn't even have a level select feature unlike almost all other games in the genre. It does at least give you 3 seperate player profiles.

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* ''VideoGame/{{Singularity}}'' notably only limits you to only the most recent autosave, it doesn't even have a level select feature unlike almost all other games in the genre. It does at least give you 3 seperate player profiles.
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** ''Far Cry 2'' actually allows manual saves on the PC version of the game, with no apparent limit to the number of saves that can be made. ''Far Cry Primal'' on PC likewise allows you to create multiple manual archives of the most recent autosave (for some reason this feature did not carry over into ''Far Cry 5''). ''Far Cry 3'' has ''very'' limited multi-save ability, as you have both 1 seperate manual save and 1 autosave per player profile, and can also create 3 different player profiles.
* ''VideoGame/{{Singularity}}'' notably only limits you to the most recent autosave, it doesn't even have a level select feature unlike almost all other games in the genre. It does at least give you 3 seperate player profiles.
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* The first two ''VideoGame/MarioParty'' games had only one save file. Come 3, save slots were added. Starting with 9, it went back to only one save file.

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* The first two ''VideoGame/MarioParty'' games had ''VideoGame/MarioParty1'' and ''VideoGame/MarioParty2'' have each only one save file. Come 3, ''VideoGame/MarioParty3'', and save slots were added. added for it and several subsequent games. Starting with 9, it ''VideoGame/MarioParty9'', the series went back to only one save file.file and has been like that ever since.
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Thought this would be worth noting as well

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Another big inconvenience caused by having only one save file is the inability to dedicate specific save files to good parts of the playthrough that cannot be replayed afterwards unless the player restarts completely, like a BossBattle, a memorable story cutscene, or a OneTimeDungeon. This can be mitigated if there's a ReplayMode of some sort present, but that feature is unfortunately rare in games of this kind.
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* The first four ''Franchise/AceAttorney'' games only have one save slot. The UsefulNotes/Nintendo3DS games upgrade to two saves.
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* ''VideoGame/{{Mega Man|Classic}}'': The Japan-only ''Complete Works'' re-releases of ''1'' through ''6'' for the [=PlayStation=] as they have up to 8 save slots for its Original and Navi Modes, and ''VideoGame/MegaMan8'' and its later ports on Sega Saturn and its ''Legacy Collection 2'' version have multiple save slots on their respective platforms, however, the ports of these games featured in the ''Mega Man Anniversary Collection'' limits players to only one save file for the game.

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* ''VideoGame/{{Mega Man|Classic}}'': The Japan-only ''Complete Works'' re-releases of ''1'' through ''6'' for the [=PlayStation=] are aversions as they have up to 8 save slots for its Original and Navi Modes, and ''VideoGame/MegaMan8'' and its later ports on Sega Saturn and its ''Legacy Collection 2'' version have multiple save slots on their respective platforms, however, the ports of these games featured in the ''Mega Man Anniversary Collection'' limits players to only one save file for the game.
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* ''VideoGame/MegaMan8'': The original release and its later ports on Sega Saturn and ''Legacy Collection 2'' version are aversions as they have multiple save slots on their respective platforms, however, the port of ''Mega Man 8'' featured in the ''Mega Man Anniversary Collection'' limits players to only one save file for the game.

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* ''VideoGame/MegaMan8'': ''VideoGame/{{Mega Man|Classic}}'': The original release Japan-only ''Complete Works'' re-releases of ''1'' through ''6'' for the [=PlayStation=] as they have up to 8 save slots for its Original and Navi Modes, and ''VideoGame/MegaMan8'' and its later ports on Sega Saturn and its ''Legacy Collection 2'' version are aversions as they have multiple save slots on their respective platforms, however, the port ports of ''Mega Man 8'' these games featured in the ''Mega Man Anniversary Collection'' limits players to only one save file for the game.
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For more of a utility consideration, this might occur when giving the player an indication of the save file is not useful, like in most PuzzleGames, {{Rhythm Game}} or some other game, where each individual puzzle / stage / song usually has no impact on any other, and there's no permanent loss state, so saving and reloading later would only be a loss of progress, so it can't happen. Then there's the common UsefulNotes/ArcadeGame, EndlessGame, or GameWithinAGame which are just about ScoringPoints, so saving the high score at the end is the only thing that's saved, and you only need one version of that.

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For more of a utility consideration, this might occur when giving the player an indication a representation of the save file is not useful, like in most PuzzleGames, {{Rhythm Game}} Game}}s or some other game, where each individual puzzle / stage / song usually has no impact on any other, and there's no permanent loss state, so saving and reloading later would only be a loss of progress, so it it's designed so such a negative event can't happen. Then there's the common UsefulNotes/ArcadeGame, EndlessGame, or GameWithinAGame which are just about ScoringPoints, so saving the high score at the end is the only thing that's saved, and you only need one version of that.
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* ''VideoGame/InvisibleInc'' has four save slots, but each one is for a separate playthrough. On each run you can only continue from your last save. You have the option of replaying a level if you fail, but procedural generation means that it won't be the same as last time.
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* ''VideoGame/BulletWitch'': Only one save file is used throughout the game, with progress being saved as players clearn the game's stages. Mid-stage progress is also saved between checkpoints.

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* ''VideoGame/BulletWitch'': Only one save file is used throughout the game, with progress being saved as players clearn clear the game's stages. Mid-stage progress is also saved between checkpoints.
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* ''VideoGame/BulletWitch'': Only one save file is used throughout the game, with progress being saved as players clearn the game's stages. Mid-stage progress are also saved between checkpoints.

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* ''VideoGame/BulletWitch'': Only one save file is used throughout the game, with progress being saved as players clearn the game's stages. Mid-stage progress are is also saved between checkpoints.
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* ''VideoGame/CrescentPaleMist'' has only one save file, and progress is only saved after clearing a level. High-scores are saved on a different file however and the PC version includes a tool to wipe them without deleting the save file.


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* ''VideoGame/MegaMan8'': The original release and its later ports on Sega Saturn and ''Legacy Collection 2'' version are aversions as they have multiple save slots on their respective platforms, however, the port of ''Mega Man 8'' featured in the ''Mega Man Anniversary Collection'' limits players to only one save file for the game.


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* ''VideoGame/SonicTheHedgehog2006'': Unlike the previous games in the "''Adventure''" era, this game only uses only save file per Xbox/[=PlayStation=] account.


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* ''VideoGame/BulletWitch'': Only one save file is used throughout the game, with progress being saved as players clearn the game's stages. Mid-stage progress are also saved between checkpoints.
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* ''VideoGame/VambraceColdSoul'' (released 2019) has three save slots, but each one is for a separate playthrough. You can quit and reload, but the game auto-saves whenever anything significant happens, so any decisions made are permanent.

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Added new examples, sorted some of the Unsorted ones into a more fitting folder, and commented-out two ZCE


* ''VideoGame/{{Okamiden}}'' has only one save file, a stark contrast to its predecessor which had ''30''; this is because the game was released on the UsefulNotes/NintendoDS and, on a technical level, it already pushes the system's capacity to the limit (the first game, meanwhile, was benefited by the vast space and specs provided by the UsefulNotes/Playstation2 and the UsefulNotes/{{Wii}}). Unfortunately, there's a good deal of collectibles that are {{Permanently Missable|Content}} -- some of which are tied into NewGamePlus functionality.



[[folder:Role-playing Games]]

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[[folder:Role-playing [[folder:Real-Time Strategy]]
* ''VideoGame/Pikmin3'': Only one save file is stored per Wii U account. Its two predecessors have three each. To make up for this, the game provides a rollback function allowing the player to return to a previous day, should they feel their progression is flawed (i.e. too many Pikmin lost along the way, or too little fruit juice left).
[[/folder]]

[[folder:Role-Playing
Games]]



* ''VideoGame/EtrianOdyssey'': The first four mainline games only have one save file each, but later games allow additional files to be stored via an SD card.



* ''VideoGame/PaperMario'':
** Unlike the games in the series before it, ''VideoGame/PaperMarioColorSplash'' only has one save file for each Wii U account.
** ''VideoGame/PaperMarioTheOrigamiKing'' also only allows one save file per Nintendo Switch account.



* ''VideoGame/RingFitAdventure'': Because it's {{Exergaming}} designed for only one person to use it.

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* ''VideoGame/RingFitAdventure'': Because Having only one file is justified because it's {{Exergaming}} designed for only one person to use it.



* ''VideoGame/XenobladeChroniclesX'' has only one save file per Wii U account. This is due to the online features (and the achievements unlocked with them) tied to the player's profile.



* ''VideoGame/MetalGearSolid3SnakeEater'': The 3DS version only has one save file, and there's no option to store additional files through an SD card.



* ''VideoGame/TheForest''

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* %%* ''VideoGame/TheForest''



* ''VideoGame/{{Subnautica}}''

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* %%* ''VideoGame/{{Subnautica}}''



* ''VideoGame/{{Okamiden}}'' has only one save file. Unfortunately, there's a good deal of collectibles that are {{Permanently Missable|Content}} -- some of which are tied into NewGamePlus functionality.



* ''VideoGame/PaperMario'':
** Unlike the games in the series before it, ''VideoGame/PaperMarioColorSplash'' only has one save file for each Wii U account.
** ''VideoGame/PaperMarioTheOrigamiKing'' also only allows one save file per Nintendo Switch account.



* ''VideoGame/XenobladeChroniclesX'' has only one save file per Wii U account.
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* The first two ''VideoGame/MarioParty'' games had only one save file. Come 3, save slots were added.

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* The first two ''VideoGame/MarioParty'' games had only one save file. Come 3, save slots were added. Starting with 9, it went back to only one save file.

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Moving to the appropriate folder.


* ''VideoGame/ResidentEvilRevelations2'' only has one save file, and it's AutoSave only -- you cannot save manually.



* ''VideoGame/ResidentEvilRevelations2'' only has one save file, and it's AutoSave only -- you cannot save manually.
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As computer technology advanced and more and more durable memory became available to console manufacturers, saving progress as a feature of a game itself became possible. Due to how computers work, that save must a file, and memory limits might only allow one save file, a.k.a this trope. But that was the past. Now, technology makes multiple saves possible, so it's the software and therefore the game designers, not the hardware, truly controls the number of saves that can be concurrently stored.

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As computer technology advanced and more and more durable memory became available to console manufacturers, saving progress as a feature of a game itself became possible. Due to how computers work, that save must be a file, and memory limits might only allow one save file, a.k.a this trope. But that was the past. Now, technology makes multiple saves possible, so it's the software and therefore the game designers, not the hardware, that truly controls the number of saves that can be concurrently stored.
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Moving from Save Game Limits

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* ''VideoGame/CaveStory'', in its original freeware version, only has one save slot. But the various upgraded ports of the game (starting with the Wiiware version) increased the save slots to three.


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* ''VideoGame/DwarfFortress'', in both Fortress Mode and Adventure Mode, uses a save system that is under normal condition effectively the same as most {{roguelike}}s: saves are not deleted when you load them, but you can't stop the game without saving it (or finishing it, if you lose) and selecting "quit" from the main menu. SaveScumming is still possible by forcing the computer to close the program or manually copying the same file, but is considered cheating.


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* ''VideoGame/{{Miitopia}}'' has only one save file as well.
* ''VideoGame/{{Okamiden}}'' has only one save file. Unfortunately, there's a good deal of collectibles that are {{Permanently Missable|Content}} -- some of which are tied into NewGamePlus functionality.
* The three Creator/{{INiS}} [[UsefulNotes/NintendoDS DS]] [[RhythmGame Rhythm Games]], the ''VideoGame/OsuTatakaeOuendan'' duology and ''VideoGame/EliteBeatAgents'', only allow you to keep one save file per copy of the game. ''Agents'' only allows you to save one replay per mission, while ''Ouendan 2'' lets you save up to 20 replays of any mission without such restriction.
* ''VideoGame/PaperMario'':
** Unlike the games in the series before it, ''VideoGame/PaperMarioColorSplash'' only has one save file for each Wii U account.
** ''VideoGame/PaperMarioTheOrigamiKing'' also only allows one save file per Nintendo Switch account.


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* ''VideoGame/ResidentEvilRevelations2'' only has one save file, and it's AutoSave only -- you cannot save manually.
* ''VideoGame/ShadowComplex'' only has one save file, and it is tied to the Xbox 360 profile, meaning you'll either have to start a game from the beginning from the main menu or make a new Xbox 360 profile to avoid erasing an existing file. The game's ''Remastered'' version, after an update, later averts this by adding ten save slots that can be used, however, player levels bonuses are still carried over.


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* ''VideoGame/XenobladeChroniclesX'' has only one save file per Wii U account.
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* All of the ''VideoGame/StyleSavvy'' games have only one save file.

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* All of the ''VideoGame/StyleSavvy'' games games, ''VideoGame/StyleBoutique'', ''VideoGame/NewStyleBoutique'', ''VideoGame/NewStyleBoutique2FashionForward'', and VideoGame/NewStyleBoutique3StylingStar'', have only one save file.
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As a trope that isn't necessary now, if this is done in a modern game, there's likely designer intent behind it. Such as hindering SaveScumming as part of being NintendoHard, by making it harder to save favorable states if the wanted result has multiple points of slow failure, especially if the game only {{Autosave}}s so there's almost no player control over saving. Multiple slots allows the functional reversal of time, so having only one means that the developer assumes that there's no UnintentionallyUnwinnable states that can be reached. Or not, to ramp up the horror of SurvivalHorror with WideOpenSandbox, where the sandbox usually means saving anywhere is possible, for the freedom.

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As a trope that isn't necessary now, if this is done in a modern game, there's likely designer intent behind it. Such as hindering SaveScumming as part of being NintendoHard, by making it harder to save favorable states if the wanted result has multiple points of slow failure, especially if the game only {{Autosave}}s so there's almost no player control over saving. Multiple slots allows the functional reversal of time, so having only one means that the developer assumes that there's no UnintentionallyUnwinnable states that can be reached.reached, such as the "Merciful" type of game mentioned on UnwinnableByDesign. Or not, to ramp up the horror of SurvivalHorror with WideOpenSandbox, where the sandbox usually means saving anywhere is possible, for the freedom.
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* The ''Treasure Hunter Man'' series, a.k.a ''VideoGame/TreasureHunterMan'' and ''VideoGame/TreasureHunterMan2'': Each game has only one file, so when selecting Load on the StartScreen, there's no selecting a save file, while making a new game doesn't tell the player that a save already exists.

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* The ''Treasure Hunter Man'' ''VideoGame/TreasureHunterMan'' series, a.k.a ''VideoGame/TreasureHunterMan'' ''VideoGame/TreasureHunterMan1'' and ''VideoGame/TreasureHunterMan2'': Each game has only one file, so when selecting Load on the StartScreen, there's no selecting a save file, while making a new game doesn't tell the player that a save already exists.

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Duplicated example.


* ''VideoGame/{{Strife}}'' is restricted to only one manual save file slot in its original engine. Running it on a source port such as [=GZDoom=] removes this restriction.

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* ''VideoGame/{{Strife}}'' is restricted ''{{VideoGame/Strife}}'': The last FPS to use the Doom engine, initially had only one manual ''one'' save file slot slot. You could save as often as you wanted, but good luck if you saved next to a boss while being low on health or ammo and with no suitable powerups in its original engine. Running it on a source port such as [=GZDoom=] removes sight. Even the producers found this restriction.to be too harsh, and removed the limit in a later patch.



* ''{{VideoGame/Strife}}'': The last FPS to use the Doom engine, initially had only ''one'' save slot. You could save as often as you wanted, but good luck if you saved next to a boss while being low on health or ammo and with no suitable powerups in sight. Even the producers found this to be too harsh, and removed the limit in a later patch.
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[[folder: Survival Horror]]

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[[folder: Survival [[folder:Survival Horror]]
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* The first two ''VideoGame/MarioParty'' games had only one save file. Come 3, save slots were added.
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Created from YKTTW

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%% Please keep the examples alphabetized. Thanks.
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As computer technology advanced and more and more durable memory became available to console manufacturers, saving progress as a feature of a game itself became possible. Due to how computers work, that save must a file, and memory limits might only allow one save file, a.k.a this trope. But that was the past. Now, technology makes multiple saves possible, so it's the software and therefore the game designers, not the hardware, truly controls the number of saves that can be concurrently stored.

As one of the many possible dimensions of SaveGameLimits applicable to any game's save system, this is the "number of save slots" dimension at its harshest, since "zero" would be lacking that dimension entirely. By the way, the name is talking about save ''files'' instead of ''sessions'' because it's both shorter and it's usually one file ''per'' play session.

The other way of "saving" state is a misnomer, because password-based saving, a.k.a PasswordSave, is ''regenerating'' a state based on user input, instead of restoring it from a preserved location. PasswordSave can also overlap with this trope, since the two could often be found in the same game, using the player's resources as a form of information storage, in addition to the game storing it themselves.

As these games don't have other saves to actually select, it is possible but unlikely that a StartScreen would not exist, and instead it just does an AutomaticNewGame and automatically jumps into the game whenever it's turned on, instead of asking if the player would like to delete their save or some such. Although, it is ''unlikely'' since a StartScreen has other uses beyond starting the game, such as being the earliest and fastest location to access the options menu.

As a trope that isn't necessary now, if this is done in a modern game, there's likely designer intent behind it. Such as hindering SaveScumming as part of being NintendoHard, by making it harder to save favorable states if the wanted result has multiple points of slow failure, especially if the game only {{Autosave}}s so there's almost no player control over saving. Multiple slots allows the functional reversal of time, so having only one means that the developer assumes that there's no UnintentionallyUnwinnable states that can be reached. Or not, to ramp up the horror of SurvivalHorror with WideOpenSandbox, where the sandbox usually means saving anywhere is possible, for the freedom.

The {{Roguelike}} genre usually does this with only SuspendSave-type saving, to keep the risky nature going, disallowing the reversal of time.

For more of a utility consideration, this might occur when giving the player an indication of the save file is not useful, like in most PuzzleGames, {{Rhythm Game}} or some other game, where each individual puzzle / stage / song usually has no impact on any other, and there's no permanent loss state, so saving and reloading later would only be a loss of progress, so it can't happen. Then there's the common UsefulNotes/ArcadeGame, EndlessGame, or GameWithinAGame which are just about ScoringPoints, so saving the high score at the end is the only thing that's saved, and you only need one version of that.

Also, in regards to "stage-based nature", most games aren't like that anymore, so with continuity between "levels" comes possibly important changes each run, so there's a reason to allow the player to have multiple attempts at the same events, allowing player choice.

As an AntiFrustrationFeature, there might be a warning about starting a new game when a save file already exists, likely, if an {{Autosave}} might be made so early as immediately overwrite progress if a new game were started. A game's FinalDeathMode could also have this, to make it even more difficult. But, just in case, some games have an option to delete the only save, perhaps for "Fresh File" {{Speedrun}}s and such.

{{Fictional Video Game}}s might appear to be this, especially if they're NintendoHard, or if it's a MassivelyMultiplayerOnlineRolePlayingGame as to keep the characters' {{Digital Avatar}}s visually consistent by restricting them to only one, for instance. But this doesn't work with {{Minigame}}s in general because they share the save slot with the outer game, at least in player perception.

Then there's financial considerations. Games that sell paid LootBoxes have high overlap with this and autosaving, usually after every completed action, since allowing players to keep reloading and trying until they got what they wanted would defeat the whole purpose of the loot box mechanic.

If gameplay-impacting CharacterCustomization is a thing, then this trope likely doesn't occur, to allow the player the space to experiment without losing previous progress.
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[[foldercontrol]]
!!Video Games:
[[folder:Action-Adventure]]
* ''VideoGame/DrawnToLife'': The second game only has one save file per game. It's possibly justified by the game itself [[spoiler:being AdventuresInComaLand]]- you can't exactly have multiple save files in a universe where [[spoiler:everything takes place in the head of supporting character Mike]].
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': For each Nintendo Switch profile, there can only be one manual save file and five {{Autosave}}s that overwrite in oldest to newest order, for each difficulty: Normal Mode and Master Mode. However, nothing is stopping a player from making a new Switch profile on the console to have one new save file of each difficulty, so this is a play on this trope, where functionally, there's only one fully player-controlled save, but with proper manipulation, there can be 3 different timelines per profile, each with one "current" and one "previous" state saved.
* The ''Franchise/RatchetAndClank'' series has started doing this with its later UsefulNotes/PlayStation3 games, having one save per account. This changed after ''Into the Nexus'' when fans asked for multiple saves like in the older titles, so starting with ''[[VideoGame/RatchetAndClankRiftApart Rift Apart]]'', multiple saves have returned. Of the Ratchet games that only have one save, there are a few variations:
** ''VideoGame/RatchetAndClankAll4One'': Just plain one save per account. However if you have [=PlayStation=] Plus, you can disable automatic save uploads and then use it to manually back up a specific save (or copy them to USB, of course).
** ''VideoGame/RatchetAndClankFullFrontalAssault'': allows uploading a save file onto cloud storage (no relation to the [=PlayStation=] Plus cloud saves); while intended to be used for Cross-Saving between the [=PS3=] and PS Vita versions of the game, it can subvert the intention of this trope by functioning as a second save slot (one save on the console, and another in the cloud).
** ''VideoGame/RatchetAndClankIntoTheNexus'' is one file per local account, but it too allows save data to be uploaded to the cloud without needing PS+.
** ''VideoGame/RatchetAndClank2016'' only has one save file per account like the game before it, but it doesn't offer cloud saves of its own accord, so [=PlayStation=] Plus is the only way to do so.
[[/folder]]

[[folder:Fighting Games]]
* Each game in the ''VideoGame/SuperSmashBros'' series only gives the player one save file for the main game. The story modes in both ''VideoGame/SuperSmashBrosBrawl'' and ''VideoGame/SuperSmashBrosUltimate'' meanwhile avert this, giving the player the option to hold a number of different save files at once; every other mode is still limited to one, though.
* ''VideoGame/ThemsFightinHerds'' has only one save for its story mode, and choosing another chapter manually will overwrite the previous progress. Thankfully, cosmetics carry over so it's easy to play though another chapter if the player missed anything, and the only thing really lost are checkpoints.
[[/folder]]

[[folder:First-Person Shooter]]
* ''VideoGame/BioshockInfinite'' allows only one save file, and combines it with auto-saves. However, each chapter already made is saved and can be overwritten by more recent plays, and players can replay these chapters. The same system is used for the ''BioShockInfinite/BurialAtSea'' spin-off.
* The ''Franchise/FarCry'' franchise: ''VideoGame/FarCry2'', ''VideoGame/FarCry3'', ''VideoGame/FarCry4'', ''VideoGame/FarCryPrimal'', ''VideoGame/FarCry5'', ''VideoGame/FarCryNewDawn'' and ''VideoGame/FarCry6'', provide only a single save slot for your entire campaign. Among other things this renders you unable to replay any completed scenario.
* ''VideoGame/{{Strife}}'' is restricted to only one manual save file slot in its original engine. Running it on a source port such as [=GZDoom=] removes this restriction.
[[/folder]]

[[folder:Platformers]]
* ''VideoGame/CopyKitty'': The game is played by traversing through all the levels of multiple worlds, but there's only one playthrough. To restart the game would basically be un-installing, then re-installing the game, making a fresh copy.
* ''VideoGame/KhimeraDestroyAllMonsterGirls'': The ''Cakeboy'' GameWithinAGame where it's all about ScoringPoints, so that's the only thing that's saved.
* The ''VideoGame/LittleBigPlanet'' series tends to operate on a "one user, one profile" basis, which makes sense given that the saves are tied in part to the online account in respects such as [[AchievementSystem Pins, Trophies]], and levels uploaded.
* The ''Pony Platforming Project'' series of {{Fan Game}}s of WesternAnimation/MyLittlePonyFriendshipIsMagic, made in UsefulNotes/AdobeFlash are short enough to only need one save file, and saving is done through reaching a SavePoint. The games share a world so the mechanics are the same in each one. The games are: ''VideoGame/MintyFreshAdventure'' and ''VideoGame/FreshMintyAdventure''.
[[/folder]]

[[folder:Puzzle Games]]
* ''VideoGame/{{Antichamber}}'' has only one save. You can't really let a friend try it fresh without losing your own progress. As this is a PC game, you can of course manually keep multiple copies of the save file; in fact, this is what the creator recommends doing, shrugging it off as a DoItYourselfPlumbingProject.[[note]]''[=(your Steam installation directory)''steamappscommonAntichamberBinariesWin32SavedGame.bin=]''[[/note]]
* ''VideoGame/OneShot'' makes this a plot point: You, the player, only have one chance to complete the game. The original version even went as far as to lock you into a game over if you closed the game outside of designated {{Save Point}}s.
[[/folder]]

[[folder:Role-playing Games]]
* ''VideoGame/DragonQuestIX'' only has one save slot.
* ''VideoGame/TheFinalFantasyLegend'': A single save slot, and, unfortunately, it is possible to save in rooms that cannot be exited without a BossBattle, with a [[UnintentionallyUnwinnable party unable to defeat said boss]].
* ''Franchise/{{Pokemon}}'': The series started as cartridge games for the UsefulNotes/GameBoy, with ''VideoGame/PokemonRedAndBlue'' and this trope is now presumably tradition:
** The main series games only allow one save file per slot, owing to limited cartridge space in the first generation making it the only way to nickname every possible Pokémon that the player can catch and store.
** Some of the SpinOff games follow this trend, with examples such as ''VideoGame/PokemonMysteryDungeon'' and ''VideoGame/PokemonRanger''
** ZigZagged for the UsefulNotes/NintendoSwitch games, where the device can have multiple save files by switching over to a different account. One save per account.
** ''VideoGame/PokemonGo'', as a MobilePhoneGame, also has only one save state, due to only expecting one user.
* ''VideoGame/RingFitAdventure'': Because it's {{Exergaming}} designed for only one person to use it.
* ''VideoGame/TheWorldEndsWithYou'': There's only one save file, and selecting the New Game option with a save file present will instead ask if the player wants to erase the existing save data.
* ''VideoGame/{{Undertale}}'': There is only one save file, as a deliberately retro feature. It's a plot point, as characters remember your previous actions -- even actions from a different playthrough from the current one -- and some are even aware of the ability to save.
[[/folder]]

[[folder:Shoot 'em Up]]
* ''VideoGame/CubeColossus'': There's only Play and Load options on the start screen, and trying to Play with an existing save file gives a warning:
--> ::WARNING::
--> You have save file already
--> Start new game?
--> [Yes] [No]
* ''VideoGame/{{Meritous}}'': Only one save file, overwritten when the {{Justified Save Point}}s are activated.
[[/folder]]

[[folder:Simulation Games]]
* In ''VideoGame/AnimalCrossing'', you are allowed one ''town'' per cartridge, with up to four player characters being allowed to live in a single town; ''VideoGame/AnimalCrossingNewHorizons'' increases this limit to eight. In most games, these characters can be deleted and swapped in for new creations whenever you desire, though ''VideoGame/AnimalCrossingNewLeaf'' and ''New Horizons'' disallow you from [[CantDropTheHero deleting the first created character]] (who serves as the mayor/island representative) without erasing the town/island entirely.
* ''VideoGame/TomodachiLife'': A game about island management, which only allows saving one island.
* ''VideoGame/TotallyAccurateBattleSimulator'': The overall save saves unlocked units to use in individual battles, and how much of the campaign has been unlocked. There's no reason to reverse time.
[[/folder]]

[[folder:Stealth Games]]
* ''VideoGame/MetalGearSolidVThePhantomPain'' can only have one saved game at a time. If you want to start the game fresh, you have to erase your old game file.
* ''VideoGame/MetalGearSurvive'' one-ups this by limiting you to only one save slot, but making up to three extra available... ''at $10 a pop real-world currency''. If you thought PayToWin was bad, imagine being told you need to pay to let your brother or sister play as well.
[[/folder]]

[[folder: Survival Horror]]
* ''VideoGame/TheForest''
* ''VideoGame/{{Subnautica}}''
[[/folder]]

[[folder:Third-Person Shooter]]
* ''VideoGame/{{Control}}'': One saved path. One latest AutoSave to reload from and a checkpoint from every plot mission completed if the player would like to turn back the clock for some reason.
[[/folder]]

[[folder:Unsorted]]
* ''VideoGame/CardCityNights1'': Has only one save file because the only CharacterCustomization is in physical appearance, and UnintentionallyUnwinnable is impossible.
* In ''VideoGame/DeadIsland'', not only is there only 1 save file and the game saves automatically every time you do something, but the game makes it impossible to back up your save game, and destroys your save file if you're sneaky and try to do so.
* ''VideoGame/FTLFasterThanLight'': One save file per ''installation''. You can only ever have one active game at a time -- if you start a new game, the current one is erased. This means you can't have separate games for different ship types saved at the same time, or have one for another person -- once you start the game, you have to play it till you win, die or choose to restart and overwrite the save.
* ''VideoGame/HeavensVault'': Single save only. Mainly saving by AutoSave.
* ''VisualNovel/ILoveYouColonelSanders'': Saves which checkpoints have been unlocked to be able to start the game from, instead of exactly where the player ended.
* ''VideoGame/KingdomHeartsMelodyOfMemory'': There's only auto-saves, so it's effectively this.
* ''VideoGame/LiberalCrimeSquad'' allows only one save file, and auto-saves everyday to prevent SaveScumming - but it can be circumvented by the fact that savefiles still exist even when the game is being run, meaning that one could close the game and reload the savefile if the day went wrong.
* ''VideoGame/PsyCard'': Because it's a mobile game so space is at a premium, and only used by one person. And there's progressive unlocks without any reason to time travel backwards, since replaying the game is relatively short and easy.
* ''{{VideoGame/Strife}}'': The last FPS to use the Doom engine, initially had only ''one'' save slot. You could save as often as you wanted, but good luck if you saved next to a boss while being low on health or ammo and with no suitable powerups in sight. Even the producers found this to be too harsh, and removed the limit in a later patch.
* All of the ''VideoGame/StyleSavvy'' games have only one save file.
* The ''Treasure Hunter Man'' series, a.k.a ''VideoGame/TreasureHunterMan'' and ''VideoGame/TreasureHunterMan2'': Each game has only one file, so when selecting Load on the StartScreen, there's no selecting a save file, while making a new game doesn't tell the player that a save already exists.
* ''VideoGame/{{Understand}}'' only had one save file until a later patch added three save slots.
* ''VideoGame/UntilDawn'' allows you to start/restart or continue, but not load another save file. It also autosaves moment-to-moment to prevent SaveScumming. If you mess up, [[DwindlingParty another teenager dies]] and you can either start all-over, or suck it up and move on. Sure, you can immediately quit and relaunch the game in the hopes of beating the autosave, but you can never start a new file without over-writing your progress.
[[/folder]]
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