What is a Campus File?
A campus file (.CAMPUS) is what our game will recognize as your college campus, or your creation. These are interpreted and compiled internally for both your convivence, and it is quite easily possible to share your campus files with others as you may wish.
These files can vary in size, though it is estimated to take up a minimum of 5 KB of storage per campus. It is heavily discouraged to not edit anything within these files, as these will be actively maintained by the game, and any edits may be ignored or result in corrupted save files.
Campus Map Settings
@begin campus:
// all campus related information.
// entities
// grid cells & their objects
@end campus;
Campus Information
| Name | Description |
|---|---|
| SVN (string) | Save Name |
| CRD (integer) | Credimes Balance |
| DBC (boolean) | Developer Cheats |
| SBM (boolean) | Sandbox Mode |
| FRC (boolean) | Failure Conditions |
| CTA (boolean) | Continuous Admissions |
| SFN (boolean) | Staff Needs |
| WHR (boolean) | Weather |
| Challenges | (below) |
| WET (boolean) | Weather Events |
| ACR (boolean) | Accreditation |
| FEU (boolean) | Fights |
| GSL (boolean) | Gas Leaks |
| GNS (boolean) | Guns |
| RGS (boolean) | Rogue Staff |
| Metadata (2 letters) | (below) |
| CV (string) | Campus Version (the Version of the game the save was modified) |
| SC (boolean) | Steam Cloud Save |
| SB (integer) | Starting Balance |
| ST (Enum.SaveType) | Save Type (Sandbox/Career/Story) |
| MT (DateTime) | Modified Time (frequently changed during gameplay) |
While Achievements Earnable are apart of the Campus file, they are actually stored separately, though if DBC (cheats) and/or SBM (sandbox) are enabled, this is automatically marked as a Sandbox save as compared to a Career save.
SB (starting balance) is utilized in conjunction with a transactions log to validate if the CRD (credimes) value matches up.
Entities Storage
| Name | Description |
|---|---|
| CNN (string) | Custom Name |
| TYP (Enum.Career) | Career Type (Learn More) |
| POS (Vector3) | Position |
| SIZ (Vector3) | Scale |
| Needs & States | (below) |
| ENER (double) | Energy |
| HLTH (double) | Health |
| HUNG (double) | Hunger |
| STT (Enum.CharacterState) | State (Learn More) |
| EQP (Enum.Equipment) | Equipment |
| JOB (integer) | Job ID (Learn More) |
Grid Cell Storage
Grid cells are represented by two methods, either through @range or @cell. Cell is for when there is one distinctive and unique tile that is not like its neighbors. Range is when there are tiles that surround another tile that contain the same properties.
If we haven’t used range, your campus file would jump from 2 KB to 2 MB, quite a difference? This is why we use Range, so we can cut back on some storage consumption.
| Name | Description |
|---|---|
| CPX (Vector2) | Cell Position |
| TO (ObjectComposite) | Object Composite to Construct (This automatically creates a Job if it hasn’t already) |
| TRW (WallPrefab) | Wall to Construct (This automatically creates a Job if it hasn’t already) |
| ROM (Room) | The Room this cell is assigned to |
| WLP (WallPrefab) | The Wall Prefab this cell is assigned |
| TRO (List<ObjectComposite>) | The ObjectComposites to remove (This automatically creates a Job if it hasn’t already; this is higher priority) |
| LAYER (Enum.TileLayer) | Tile Layer (Learn More) |
| SPRITE (Sprite) | The Sprite of this Layer (Learn More) |
Day Night Cycle
| Name | Description |
|---|---|
| DAY (integer) | Day Number |
| TIM (double) | Time Index (0.0 – 1.0) |


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