Yeah, saves in build games is more closer to an emulator save state due to the nature of the game.
When you save, it practically saves the state of the map with all of the variables and script state. It expects to resume where you left off.
This is way more than a typical game does but that's the nature of things when "everything is dynamic".
For Fury's initial release we went with the next best option that saves your progress but puts you back at the last "point of no return" transition to guarantee that there is no backtracking possibilities.
You lose map specific progress but it tries to put you on the last possible safe checkpoint instead.
Terminx managed to de-couple the scripting in a way that slots in new functions from a new script file to safely overwrite the old.
This should allow easier patching as things go on. One of the reasons why 1.1 was so delayed in the end since it was made a bigger one instead of many smaller ones that would break saves many times over.
