Approximately Up Save Guide: How to Save in Flight Mode
How to save in Approximately Up: Save Anytime in flight mode, how to label your ship with E, and blueprints download from Steam Workshop (Aug 13, 2026).

Saving in Approximately Up is built in, not something you unlock: Save Anytime and Steam Cloud are both official store-listed features, so your ships and progress persist locally and in the cloud, and Family Sharing is supported too. Ships themselves are kept as blueprints saved from inside the editor, and the blueprint menu doubles as your hangar — it even has a recover button at the bottom for salvaging designs. To name a ship, open build mode, look at the label slot, press E to type, and press E again to confirm. Sharing runs through Steam Workshop, which listed 412 items on August 13, 2026. Everything below covers saving, labels, the blueprint menu, Workshop downloads, and the quirks players actually hit.
Version note: save and blueprint mechanics, Workshop item counts and patch numbers on this page were verified on August 13, 2026 against patch 1.0.010, the latest release note we could confirm.
How to Save in Flight Mode: Save Anytime and Steam Cloud
Save Anytime means the game does not lock you to fixed checkpoints — the official feature list puts it alongside Steam Cloud and Family Sharing, and all three were confirmed against the store’s Steam API data on August 13, 2026. Steam Cloud carries your progress between machines, which matters in a building game where a single ship can represent hours of work. Beyond that, the verified threads do not document exactly when autosaves fire, so treat “Save Anytime” as the store’s wording rather than a mechanic we can pin down further.
Planet Stations are the other half of persistence. The official store description calls them a checkpoint and a garage in one: land at a station once and it stays permanently unlocked as a new departure point for future flights. That is how campaign progress accumulates across sessions, and it is the anchor you rely on more than any manual save during long routes. Landing at each new station is also how you grow the network of spawn points you can fly between.
Demo-era navigation note from Diggrok’s Moon-landing tutorial: to switch spawn points, go back to the main menu, select the planet, find the base and spawn there.
Mid-flight saving is the one open question here. A player thread asks whether you can save and quit during a long flight and resume mid-journey, and as of August 13, 2026 there is still no official answer — mid-flight save-and-exit is not yet confirmed. Until the developer says otherwise, plan flights as start-to-finish and use Planet Stations as your anchor points. Treat that as the expected behavior until a patch note says otherwise.
How to Label Your Ship: Naming and Label Slots
Labels are an in-game, per-ship feature rather than a menu setting. In build mode, look directly at the label slot on your ship and press E to start typing; press E again to confirm the text, and Enter works as confirmation too. The discussion thread “How do I save labels?” resolves to exactly this sequence, so when a label seems not to stick, it is almost always because it was never confirmed with that second keypress.
One trap catches most players: you cannot edit a label while holding a part. If the label slot ignores your input, press ~ to clear your hand first, then look at the slot and press E again. The verified threads do not mention any separate rename option outside the build interface, so treat the label slot as the ship’s one and only nameplate. Mount it somewhere visible on the hull so you can tell your ships apart, especially when a friend joins your world.
One more label quirk from the same stream: label plates fall off if they are not attached to a block, so mount the plate on solid hull.
The Blueprint Menu: Saving, Recovering, Loading
Ships are saved as blueprints from inside the editor, and the blueprint menu is where they live. The menu includes a recover button at the bottom, which is the first thing to try when a blueprint misbehaves. The tutorial ship from the opening mission ships with the full release in the blueprint menu by default, so you can pull it apart and rebuild it any time; older threads asking for the tutorial ship as a blueprint are outdated.
Diggrok’s demo-era tutorials document the menu’s older flow: press B to open the blueprint menu, hit the plus button to save the ship with a name, and use “set everything from garage” to pull the whole garage into a blueprint — loading one replaces the garage. His demo-era caution: save blueprints constantly (B) as you build, because the demo lost unsaved blueprints on quitting. The release version keeps the tutorial ship in blueprints by default instead.
If a loaded blueprint fails to appear in the world, the community workaround is to remove one panel and add it back, which triggers the ship to show up — that fix is walked through on the getting-started page. Recent patches have been tightening blueprint behavior: 1.0.006 fixed the Large Disposable Battery preview in blueprints, and 1.0.007 fixed the Fuel Analyzer mode knob not saving with the blueprint. Patch 1.0.009 also corrected the wireless transmitter’s stated range from 100m to 2000m, which changes what wireless-based blueprints can promise. These fixes keep landing near-daily, and the full log lives on updates-and-patch-notes.
Steam Workshop: Downloading and Sharing Blueprints
Steam Workshop is officially supported, and the Workshop browse page for Approximately Up showed 412 items when we checked on August 13, 2026 — the number keeps growing, so treat it as a snapshot. Patch 1.0.010 overhauled the in-game Workshop view, fixing the “Most Popular” sorting, pagination and missing results, and making search clearer. Since patch 1.0.005 you can also disable the in-game Workshop from the options if you want a cleaner menu.
The flow is standard Steam: subscribe to a ship on the Workshop and it appears in your blueprint menu, ready to load and fly. Players in the discussions thank Workshop authors by name and download their starter ships instead of building from scratch, and one author has said they will publish a series of systematic blueprints. The community also has a ship-gifting culture — in a Russian thread, players join a friend’s world to hand over a finished ship in person. Sharing and co-op go together naturally, and multiplayer-and-coop covers what a crew does with those gifts.
SaNT xc’s release stream adds two Workshop notes: demo-era blueprints are generally “not up to par” for the full game and may need engine upgrades, and a gigantic Workshop item can crash the game client.
Demo Save Import and Other Known Issues
Upgrading from the demo has a known wrinkle. Players report that after buying the full release the game offers to import the demo save, but the import does not actually take and they end up starting fresh. The community workarounds are the recover button in the blueprint menu, or manually copying the LocalAppData save folder into the game directory — a community solution, not an officially endorsed one. Whether the import prompt itself is bugged is not yet confirmed.
Two more gaps are worth knowing before you rely on them. There is no official documentation of the blueprint file format or of a manual save path, so hand-editing blueprint files is unexplored territory that is not yet confirmed. The recover button itself is verified as present at the bottom of the blueprint menu and is the community’s go-to when a save or blueprint fails to load. This page is re-checked as new patches land, so anything that changes gets updated here.
Sources
Verified August 13, 2026.
- Steam store page: https://store.steampowered.com/app/3904850/Approximately_Up/ (official)
- Steam API feature list: https://store.steampowered.com/api/appdetails?appids=3904850&cc=us&l=english (official)
- Steam Workshop browse: https://steamcommunity.com/workshop/browse/?appid=3904850 (official)
- Steam News patch notes: https://steamcommunity.com/games/3904850/announcements/detail/1840310314344927 (1.0.005), https://steamcommunity.com/games/3904850/announcements/detail/1840310314347541 (1.0.006), https://steamcommunity.com/games/3904850/announcements/detail/1840310314349435 (1.0.007), https://steamcommunity.com/games/3904850/announcements/detail/1840310314354988 (1.0.009), https://steamcommunity.com/games/3904850/announcements/ (1.0.010)
- Steam discussions (player reports): https://steamcommunity.com/app/3904850/discussions/0/588434434320221421/ (labels), https://steamcommunity.com/app/3904850/discussions/0/588434161796131416/ (blueprints), https://steamcommunity.com/app/3904850/discussions/0/592938395265758386/ (Workshop sharing), https://steamcommunity.com/app/3904850/discussions/0/588434434320039294/ (demo save import), https://steamcommunity.com/app/3904850/discussions/0/588434161796248989/ (mid-flight save)
- YouTube (community guides): https://www.youtube.com/watch?v=FXF1UfYqagY (Diggrok build tutorial), https://www.youtube.com/watch?v=oKIN1Is_-jc (Diggrok Moon landing) , https://www.youtube.com/watch?v=EPaH2IL3sNo (SaNT xc livestream)
Fan-made guide. This site is not affiliated with Approximately Games, Steam, or Valve; all game content and media belong to their respective owners. Factual details were last checked on August 13, 2026.