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Community Concerns with Save File Issues - October 2025 Update

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TheSimsDirect
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20 hours ago

Sul Sul Simmers,

In our last blog, we shared our commitment to investigating concerns that some players had around save file corruption, and we’re here to update you on what our team has been working on and where our investigation currently stands. 

In this update, we’ll share our progress, what we’re still investigating, and the next steps we’re taking. From collaborating with players to analyzing save data and exploring technical leads, here’s where things stand today.

We’re committed to being transparent with you about our processes, and while we don’t have all the answers yet, progress is being made every day. Thank you for your patience, your feedback, and your passion for The Sims.

The Sims Team

Our Progress So Far

We’re focused on identifying any potential causes of corruption, implementing preventative measures to avoid future issues, and resolving any identified problems to ensure your gameplay experience remains safe and reliable. When we refer to “save corruption”, we mean situations where the game itself won’t load, a save file fails to load, or a save loads but is missing assets, such as thumbnails or Lots.

To tackle this, our specialized team is focused on save integrity. Here’s what’s been happening: 

  • Community Collaboration: We asked you to share your impacted saves, and we’ve received dozens of them so far. Thank you for providing these, please keep them coming!

  • New Tools: We’ve developed a new Python-based tool that helps us extract, analyze, and summarize the data in save files provided by our players. This is helping us provide more actionable data to investigation teams.

  • Player Save Database: We’ve organized incoming reports to better understand potential patterns, such as file size, code versions, number of packs, use of mods, and more.

  • Review of Past Fixes: Our team has analyzed historical corruption cases to learn from previous solves and spot any recurring causes.

Our Current Investigations

From attempting to reproduce the issues reported by players both with and without mods, we've identified the following issues as strong leads. These require more time to investigate before we can confirm anything concretely, but we wanted to keep you updated on what we've learned so far.

Scratch File Concerns:

One of our most pressing leads involves scratch files. These are important but temporary files the game relies on, and reports suggest they may be disappearing or getting deleted, which could trigger corruption. 

We’re looking into the root cause of these deletions now, focusing on any areas where The Sims 4 files would come in contact with other systems, cloud backup services, and other external factors that could be deleting or overwriting these files.

Lot Data Issues:

Another major area of focus is Lot data:

  • Some Lots provided to us show up with missing or extremely minimal information in saves.

  • We’ve reproduced cases internally of endless loading/white screens linked to certain build behaviors like super-stuffed Lots, with and without mods.

  • We’re also tracking any potential links to specific expansion packs or objects, though corruption reports predate packs like The Sims 4 For Rent.

Other Areas of Focus:

  • Excessive rental units alone don’t seem to be the primary cause of corruption at this time. While more units do increase error reports, data also suggests it’s likely tied to overall save complexity rather than unit count alone.
     
  • Instances of corruption existed before the release of For Rent, and our investigations into individual packs remain a top priority.

  • In some cases, specific types of mods called script mods are leaving behind files after the mod is removed that can cause issues in The Sims 4, though we have not yet linked this to corruption. 

Our Next Steps:

  • Continuing to test venue type data transfer across saves.

  • Deepening our investigation into scratch file deletion and common external programs.

  • Exploring historical cases of save bloat to understand potential connections.

  • Out of an abundance of caution, we’re removing the bb.increaserentalunitcap Residential Rental Unit cheat in an upcoming update, as a preventative step while broader fixes are developed. This step is needed to mitigate any potential risk.

We know how much your saves mean to you - they represent countless hours of creativity, storytelling, and play. Please keep sharing reports with us, as each one brings us closer to understanding and solving these issues.

Updated 20 hours ago
Version 1.0

7 Comments

  • "...corruption reports predate packs like The Sims 4 For Rent."

    "...data also suggests it’s likely tied to overall save complexity rather than unit count alone."

    My takeaway from this is that the game is buckling under its own weight; that simply playing the game (having complex family trees, a lot of clutter, etc.) will cause corruption. 

    With statements like this, I’d honestly prefer radio silence. Makes things feel rather hopeless and like these issues should have been addressed years ago, instead of releasing more DLC, which in turn added more bugs/corruption issues.

    I really hope we all learn a valuable lesson from all this, because it's incredibly heartbreaking watching my favorite franchise crack/crumble under its own weight of too much DLC/corruption.

  • Thank you for this information! It is Appreciated!
    Obviously not everyone is going to agree with this, but as someone who appreciates communication both in my personal life and even here, it really makes a difference, it does seem quite smart to go over previous things you all were able to fix, and learning from that, it means you are going in depth to see if anything can be similar or maybe the issue has been hiding underneath a fix for a while maybe something changed. Maybe some don't see as well how it is going with no visuals of what's happening, and I'm normally a visual learner, so I get that, but I'm also a little bit aware of coding and some of the other things explained so I can see the progress being made. 

    I will say this clearly, when there was no communication, people rioted! And now that there is, they are not happy with it. I disagree with them! Continue to communication with the Sims Community! It is appreciated so much! And explaining in detail the steps you've tried, and knowing that more save files are needed to help the ongoing investigation is something people with these issues need to know!! I myself don't have this issue, and I don't know anyone who does. But I appreciate ya'll being this open and explaining the process! It's important! People need to know that there is a process, and that it can be a hefty one with going back, recreating, etc!

    Thank you

  • If part of the problems is because there are too many objects on a lot, why not develop a tool to limit the number of items that can be placed on the lot? So that people can build with the security of not weighing down the lot.

  • karoschmitz's avatar
    karoschmitz
    Seasoned Veteran
    10 hours ago

    Thank you so much for the transparency, highly appreciated!

    When I tested the pre-ForRent patch on my long term save, I was testing it with 2 computers, one on that patch and one with the patch before that installed, and I was able to verify that on the exact same save, certain already existant lots were endlessly loading on pre-ForRent-patch but not on the patch before that. Something in that code change caused many of our builds in the community to stop loading. That should prove that it can't be a certain build item from For Rent, but rather ForRent's code that has changed how builds are processed.

    The same was true for endless loading from gallery builds - before the pre-ForRent-patch builds were not crashing / endlessly loading, I never had that happen in multi years of heavy gallery use. But after the patch this became a very common regular outcome. It highly suggests that the build processing changed in that patch.

  • DarkSimzzz's avatar
    DarkSimzzz
    Seasoned Vanguard
    8 hours ago

    The same happened to Sims 3, only a lot sooner. It's why they also introduced the pack selection tool at some point, running all packs together was too much for the game really. 
    You can blame Maxis, but seriously what some people put in their saves ( 40+ generations, 70GB mod file, replaced all lots in all worlds with super cluttered lots , use mods to increase sim count and even MORE units than the game usually allows) is also kinda crazy and at some point you're going to hit a wall. 
    In Sims 3 after 3 generations the game starts to suffer already, and with every new pack I used to make a new save because using an old save with the new pack was also trouble. 
    You just knew these things, what the limits of the game are. 
    But now people expect there to be no limits and Creators are always pushing them with challenges and stuff like a 1000 chicken coops, then watch the game struggle for fun. 
    If the game struggles, it's going to break at some point. And then people are crying to EA. 
    There's plenty of bugs in the game that you can blame them for, but just don't crazy push the game and you have a lot less issues usually.  And for the love of the gods, get rid of Onedrive...it's the cause of so so many problems with the game when people's saves are on a cloud service that just deletes/adds files willy nilly. 
    That said, we should have had a Sim5 by now. Having the next game was also the the savoir of Sims3. 

  • BreeMiles's avatar
    BreeMiles
    Hero
    8 hours ago

    They had this way back in Sims 3 on Console, and it was so frustrating having a limit on everything. This was the main reason I started playing The Sims on PC. It's not something I would want to see in our beloved Sims games on PC.

  • Amalathea's avatar
    Amalathea
    Seasoned Hotshot
    4 hours ago

    I strongly disagree with your assessment that DLC is causing the game to crumble. I read this as a endictment on players who bloat there saves and over use mods. File size can be a problem even for people who only own Base Game. If every lot in your game is packed full of high polygon count CC your game is going to fall apart at the seams. Modders and CC creators do not at all adhere to best practices in how they create their content. They don't have to because there are absolutely no consequences for creating extra high polycount swatches FOR THEM. You don't see players blame CC/mod creators. Ever. They blame Maxis. Frankly if it were up to me I'd fully support Maxis banning the use of CC/mods. I think every game that allows it suffors for it.