I was checking out the Two-stick shooter pure sample and it talks about keeping data out of the system and having it in the states to help with replays and saving. Does this mean that the current or maybe future version will support something like world.Save() / Load() / Record() / Playback()? Or do I just manually record and load the entities I need? I haven’t really used a system like this but I’m guessing there are three main ways to handle replays manually for now. 1: Record the state each frame. Uses a lot of memory but would be deterministic on all devices even if the ingame stats changed e.g doubled weapon damage still plays original damage in old replay. I could also easily move forward/backward or skip time. I’d probably have to ignore the update commands. 2: Similar to 1 but just save the first state then record the changes. Uses less data but would only play forward. 3: Record commands as if it was a multiplayer game. Uses the least amount of data but it might be harder to code. Could only play forward. I’d appreciate any suggestions for saving states and replays. I’m really enjoying the ECS, at first I only wanted to use it for the speed increase but now I really like the code style. I’d probably still use it even if it was slower than standard components.