Play modded games together: same mods, same saves, every PC.
Download • Website • Get started • Games • FAQ
One friend hosts. Everyone else gets an exact copy of their setup, straight from PC to PC.
- Play together. Everyone gets the exact same mods, saves and configs, so nobody's stuck on "version mismatch" in the lobby. You see every change before it happens, and you can undo it.
- Share your setup. Send a link to your exact setup. Friends see what they're missing and get it from you. Mods that have to come from their creator (Patreon, "no reupload") arrive as the creator's link instead.
- Keep it synced. New mods reach everyone automatically. At a LAN party it works without internet; from anywhere, friends paste one join code.
Works with the games you already mod: The Sims 4, Minecraft, Valheim, World of Warcraft, Stardew Valley and 120+ more. Free, open source, no accounts, no cloud.
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- Download SyncCrate for Windows, macOS or Linux from Releases and install it on every PC.
- Say whether you're hosting or joining. The first run picks your game (its folder is found automatically) and takes you to Start Hosting, or joins your friend from their code or invite link. "Just look around" opens the Game Browser instead.
- One friend clicks Start Hosting. Everyone else picks the host under Scan for Hosts (same network) or pastes the join code (anywhere).
- Click Compare & Sync, check the plan, then Sync Now.
New to it? The Guide page in the app's sidebar walks through every feature.
Tip
Can't connect? On the host PC click Fix Windows Firewall (shown while hosting and in Network Check). It asks for admin permission once; SyncCrate itself never needs to run as administrator.
Note
macOS: the app isn't notarized by Apple, so macOS blocks it the first time. Open System Settings → Privacy & Security, scroll down and click Open Anyway. If macOS says it's "damaged" instead, run xattr -cr /Applications/SyncCrate.app once, then open it normally.
Windows: if SmartScreen says "Windows protected your PC", click More info, then Run anyway.
Downloads: Windows .exe / .msi · macOS .dmg (Apple Silicon and Intel, macOS 11 Big Sur or newer) · Linux .AppImage / .deb / .rpm. The app updates itself.
Show all features
Sync
- Only what changed. SHA-256 diffing, zstd compression (50–80% less data), 100–900 MB/s peer-to-peer on LAN. Synced files keep the host's dates, so games that order mods by file date (Oblivion, New Vegas, Morrowind) load them in the same order.
- You decide. Review the plan with size and time estimate (search it by file name), Always skip a file for that game from its row, exclude files or patterns (
*.ts4script,Mods/WickedWhims/*, or just a file name; case doesn't matter), and resolve conflicts per file: keep yours, use theirs, keep both, or keep newer. - See what's new. After a sync the Dashboard lists what it brought ("From Alex: New 12 — WickedWhims, …; Updated 3"), grouped by mod and named from the mods' own info where they have it.
- Resumable. Cancel or lose the connection mid-sync and it picks up where it left off. Desktop notification when done. Files over 2 GB are listed as skipped instead of breaking the rest of the sync.
Connect
- Join codes that work anywhere. The host shares one
SC-…code and friends paste it, on the same Wi-Fi or across the internet. Reconnecting takes one click. Or send Copy invite link (https://synccrate.app/open/#join/…): it's a normal web link, so it's clickable in Discord and other chat apps, and it opens SyncCrate with the code filled in for the right game (or offers to switch games). Friends without SyncCrate get a download button instead. Pasting the link into the join box works too. Oldersynccrate://links still work. Nothing connects or syncs until the friend clicks Join and confirms the plan. - Stay in sync. Turn it on while you're connected and SyncCrate pulls the host's new mods by itself, every minute. It only ever adds files: anything that would replace or delete one of yours, and script mods, still wait for you to review. It pauses while the game is running.
- Auto-discovery. Finds hosts via mDNS and UDP broadcast and tries every address a host has.
- Multi-peer. One host, many friends, each syncing independently. Hosts choose which folders peers may sync, and see who's connected, what each friend is downloading, when they finished ("synced 42 files, 2 failed"), and whether someone is on a different game patch. Settings → Transfer → Max upload speed caps the host's total upload, shared by everyone syncing at once, so the rest of the household's internet keeps working.
Mods
- Mod manager. Browse by folder, filter by status, type and tag, and enable or disable one mod or a whole creator folder. 12 tags, drag & drop install (each file goes to the folder its type belongs in), pack/DLC detection and a duplicate finder for games where duplicate packages cause trouble (The Sims 2/3/4, Euro/American Truck Simulator, Farming Simulator). Handles 20,000+ files smoothly.
- Real mod names and icons. The Content page reads the info mods ship with and shows each mod's name, version, author, description, website and icon instead of bare file names, and search finds mods by name. It works offline for Thunderstore/BepInEx packages (Valheim, Lethal Company, …), SMAPI mods (Stardew Valley), Minecraft Fabric, Quilt and Forge jars, Paradox mods, Bannerlord modules, RimWorld, Project Zomboid, Factorio, Darkest Dungeon and XCOM 2 mods, and WoW addons. Sims 4 CC shows the thumbnail stored inside each
.package(click an item for a bigger preview), the object's catalog name, and the creator from the[Creator]tag in the file name; merged packages show how many items they hold. Sims 3 CC shows the thumbnail or icon stored in its.packagetoo. Switch the view to Grid to browse mods and CC by picture. Mods without that info keep their file names. Check for updates asks Modrinth (Minecraft), Thunderstore (BepInEx games), SMAPI (Stardew Valley) and CurseForge (Sims 4, Minecraft and WoW addons) which mods have newer versions and links to each one, with a What's new link to the changelog for CurseForge updates; it only runs when you click it. For those games it also fills in names, authors and pictures from CurseForge for mods, CC and addons that don't carry their own, and flags mods whose required dependency is missing. CurseForge only gets each file's fingerprint (a number computed from its contents, not its name or the file), sent through synccrate.app, and nothing it returns is saved: it's gone when you leave the Content page. - Saves outside the game folder. Valheim worlds, Stardew Valley saves and RimWorld saves live in your user folder (AppData,
~/.config, Application Support), not next to the mods. SyncCrate finds them once the game has run and syncs them with the mods; Settings shows where each is and lets you pick another folder. A friend whose PC doesn't have the folder yet is told to start the game once, and the mods still sync. Friends on an older SyncCrate get only the mods until they update. - Mod health check. Catches what stops synced mods from loading: a missing mod loader (BepInEx, SMAPI), and for The Sims 4 mods or script mods switched off in the game's options (after most patches; one click turns them back on), script mods more than one folder deep, packages deeper than
Resource.cfgallows (five folders as standard), a missing or emptyResource.cfg(one click writes the standard one), two copies of the same script mod (one click turns the older ones off),.zipfiles that were never extracted, Tray items saved into Mods and CC saved into Tray (one click moves them; never overwriting, and on a friend's PC only the Tray items, since the host's files would come back with the next sync), and script mods named in the game's own error report (lastException) that weren't updated since. Fixes wait until the game is closed. For Crusader Kings III, Europa Universalis IV, Hearts of Iron IV and Stellaris it finds mod descriptors whose path only exists on one PC (the launcher writes full paths) and makes them portable (path="mod/<folder>") in one click on the host, keeping the old versions in File history. It shows on the Content page, with a note on the Dashboard. - Find a broken mod. The 50/50 method, done for you: SyncCrate turns half of your mods off, you check the game and say whether the problem is still there, and it halves again until one mod (or creator folder) is left, about a dozen rounds even for thousands of mods. Progress is saved between rounds, your own disabled mods are left alone, and at the end everything it turned off goes back on (or you keep the broken one off).
- Play. The Dashboard's Play button starts the game once you're synced: through Steam when Steam has it, or The Sims 4's own launcher on EA app installs.
- Game browser. 124 games with official box art, filtered by genre and status, in a grid or a list. Set your own cover for any game.
- Profiles. Snapshot a setup and share it as a
.synccrate-profilefile on Discord. Compare it with what's installed, and Apply this loadout opens it on the Modpacks page to get the missing files or make the game load exactly those mods (with one-click revert).
Share your setup
- Modpacks. Export "my exact setup" as a tiny
.scpackmanifest — game, content types, and a file list (path, size, hash), no file contents, so it stays shareable-sized even for a big CC folder. A friend imports it (double-click the.scpackfile, drag & drop, click a pack link (https://synccrate.app/open/#pack/…; oldersynccrate://pack/…links still work), or paste the link for small packs) and sees what they have, what's missing, and what differs, grouped like the Content page. Connect to whoever's sharing it and "Get missing files" pulls exactly the pack's files — differences become the normal conflict prompt, files the host doesn't have are reported rather than silently skipped, and nothing outside the pack is ever touched. - Apply pack exactly. When the whole group has to run the same mods, "Apply pack exactly" makes your game load just the pack's mods. It previews what it will download, which conflicts you'll resolve, and which mods it will re-enable or disable. Then it syncs, and only if the sync finishes cleanly does it re-enable pack files you had disabled and disable mods the pack doesn't list, using the game's normal disable method. Nothing is deleted, and saves and other content are never touched. "Revert pack apply" puts those files back with one click (downloads are undone with "Undo last sync"). It isn't available for games whose mods can't be disabled file by file, like Stardew Valley and KSP.
Play together
- Friends can offer mods. Got a mod the host doesn't? Select it on the Content page and Offer to host. The host sees the list on their Dashboard and picks what to take; nothing is copied until they accept, and each file is checked again when it arrives (same file, mod folders only, never replacing one of theirs). Everyone else then gets it from the host as usual.
- Share as a link. Some creators don't allow re-uploads (Patreon early access, "no reupload" rules). Open the mod on the Content page, paste the creator's page under Share as a link (this file or its whole folder) and friends get that link instead of a copy, with "Not installed" or "Different version" next to it; the file never leaves your PC. Packs you export carry those links too, so a friend importing one sees Open link next to those files.
- Session chat. Every session has a chat on the Dashboard, so you don't need Discord open next to it. The host keeps the conversation, and it works on the LAN and over the internet with no extra servers. It shows who joined or left and who finished syncing how many files. Your name is highlighted when someone writes
@you, and you get a notification if SyncCrate is in the background. Messages last only for the session. While a sync is running, a friend's messages wait and arrive right after it. The host needs SyncCrate 0.6 or newer. - Discord status. Off until you turn it on (SyncCrate offers it once, the first time you host, or use Settings → Transfer). While you host or sync, your Discord profile then shows it ("Hosting The Sims 4 · 2 friends connected") with a link to SyncCrate. It never shows your join code, PIN or friends' names.
- Crews. A crew remembers your group ("Sunday Sims Crew"): who's in it, which games you play, and the crew's mod set for each game. Start one on the Crews page and send Copy invite (
https://synccrate.app/open/#crew/…, a web link that opens SyncCrate; oldersynccrate://crew/…links still work). Clicking the link adds the crew, and nothing connects or syncs.- Crew set. Whoever hosts can "Publish my setup as the crew set", which is an ordinary modpack. Members get it the next time they connect to that host. The Crews page then says how many files you're behind, and Catch up opens the usual pack view ("Get missing files" or "Apply pack exactly").
- Take turns on a save. Share a save with the crew from the Dashboard's Shared saves: a Sims 3 or Sims 4 save, a Valheim, Minecraft Java or Terraria (and tModLoader) world, a Stardew Valley farm, a RimWorld, Factorio, Cities: Skylines or Project Zomboid save. Everyone sees who has the newest copy and who's playing. A friend takes it from the host (the host's copy replaces theirs, and the save is theirs only once the copy is complete) and gives it back when they're done (their copy replaces the host's), so two friends hand a save over through whoever hosts. If a friend only says they have the newest copy (they took it over, or it changed hands in a session you weren't in), you Accept it before their copy can replace yours. A shared save never moves in a normal sync, taking and giving wait until the game is closed, and the replaced copy stays in File history. It needs a crew connection that proves who's who (Join from the Crews page), not a plain LAN one. Other games aren't covered yet: their saves are grouped in a way that hasn't been checked (Satisfactory and Palworld sort them by Steam account).
- No codes. Once you've synced with someone in the crew, Reconnect or Join on a member reaches them by their SyncCrate id over the internet connection, which proves it's really them (a LAN address can be faked by anyone on the network). Who's hosting? shows members hosting on your LAN. On a LAN without internet, join with the host's code instead.
- Stays private. Crews live on your PCs only and are shared host → client during a normal session, and only over the internet connection that proves who the host is; a plain LAN session syncs files but no crew data. Being in a crew never gets anyone past the PIN or the wrong-game check, so the invite contains no PIN: set one when you host. Removing a member stops sharing crew info with them and spreads to the others as they connect. But the removed person keeps their copy, so to really lock someone out, change your PIN.
Safety
- Backups. Manual or automatic, stored incrementally: unchanged files are kept once and shared between backups, so extra backups cost almost nothing. Scheduled backups cover each game in your library on its own 1–24 h timer (even across restarts). "Back up before sync" saves just the files a sync is about to replace or delete, and the sync stops if that backup fails. Restores keep file dates, skip mods you have disabled since, can optionally be exact (also removing files added since the backup), and always take a safety backup first.
- Undo last sync. Right after a sync, one click puts your files back exactly as they were — replaced files return byte- and date-identical, added files (including "keep both" copies) are removed, and anything you've touched since is left alone and reported instead of overwritten. The old copies come from the pre-sync backup, or from file history when "Back up before sync" is off. Only the most recent sync per game can be undone, and only from the client side.
- File history. Whenever a sync replaces or deletes a file (and when you delete duplicates or overwrite a mod by installing one with the same name), SyncCrate keeps the old version (stored once, shared with backups). Open a mod's details, or Backups → File history for deleted files, to see its earlier versions ("replaced by a sync from Alex, Friday 21:40") and put back just that one file. Restoring keeps the version it replaces too, so you can change your mind. Kept for 180 days, up to 10 versions per file and 2 GB per game, and it can be turned off in Settings.
- Script warnings. Flags risky files (
.dll,.ts4script,.lua,.jar) before syncing. - Private. Files never leave your PCs. Warns you if the game is still running.
- Hardened against bad peers. A host can only write into the game's content folders, never executables or shortcut-style files (the one exception: Minecraft KubeJS
.jsscripts, only insidekubejs); downloads must match the sizes and hashes in the host's file list; session PINs are on by default, five digits, and lock out guessers (three tries, then a growing wait). The PIN stays the same between sessions, so friends' saved join codes and Reconnect keep working; New PIN on the host's Dashboard retires it.
Yours
- Activity log. Search it, filter to problems, copy or save it as a text file for a bug report; sync history shows each sync's speed, duration and errors, with a weekly summary.
- Copy diagnostics. One button (Network Check, Settings → Application, and on a failed connection or sync) copies a short report for a GitHub issue: app version, system, firewall and connection status, settings that matter and recent errors. Join codes, PINs, IP addresses, friends' names and your user folder are removed, and nothing is sent anywhere.
- Storage. Settings → Storage shows how much SyncCrate keeps per game (backups and file history) and clears a game's file history.
- Tray and sidebar. The tray names the game you're in a session with and copies your join code; pin your games to the top of the sidebar, or search a long library.
- Built-in guide. The Guide page in the sidebar explains every feature one task at a time (first sync, LAN and internet play, undo, file history, modpacks, crews, Sims 4 tips, troubleshooting), with search and a button that takes you to the right page.
- Appearance. Any accent color (or each game's own), dark/light/system theme, UI scale, compact rows, and effects off for a calmer look.
Shortcuts: Ctrl/Cmd+Shift+S Settings · / or Ctrl+F search · Esc close / clear.
124 games across 80 families, defined in a JSON registry. Missing one? Add it, no code needed.
Life sim — 5 games
| Game | What syncs |
|---|---|
| The Sims 2 | Downloads (CC), Neighborhoods, Saved Sims |
| The Sims 3 | Mods & CC, Save Files, Tray Items, Screenshots |
| The Sims 4 | Mods & CC, Save Files, Tray Items, Screenshots |
| The Sims 4 (GShade) | GShade Presets, GShade Shaders |
| The Sims 4 (ReShade) | ReShade Presets, ReShade Shaders, ReShade Presets (Bin) |
Survival & co-op — 12 games
| Game | What syncs |
|---|---|
| 7 Days to Die | Mods |
| ARK: Survival Evolved | Mods, Save Files |
| Barotrauma | Local Mods |
| Conan Exiles | Mods |
| Don't Starve | Mods |
| Don't Starve Together | Mods |
| Palworld | Mods, Pak Mods |
| Project Zomboid | Mods, Save Files |
| Subnautica | Plugins (BepInEx), Save Files, Mod Configs, Patchers |
| The Long Dark | Mods (MelonLoader) |
| V Rising | Plugins (BepInEx), Mod Configs, Patchers |
| Valheim | Plugins (BepInEx), Mod Configs, Worlds, Patchers |
Sandbox — 6 games
| Game | What syncs |
|---|---|
| Garry's Mod | Addons, Maps, Saves |
| Minecraft Java | Mods, Worlds, Resource Packs, Shader Packs, Mod Configs, Default Configs, Global Data Packs, KubeJS Scripts, CraftTweaker Scripts |
| Space Engineers | Mods, Worlds, Blueprints |
| Starbound | Mods, Characters, Universe |
| Terraria | Worlds, Players, tModLoader Mods, tModLoader Worlds, tModLoader Players, Resource Packs |
| Vintage Story | Mods, Save Files, Mod Configs |
Automation — 3 games
| Game | What syncs |
|---|---|
| Dyson Sphere Program | Plugins (BepInEx), Mod Configs, Patchers |
| Factorio | Mods, Save Files, Scenarios |
| Satisfactory | Mods (SMM) |
RPG — 23 games
| Game | What syncs |
|---|---|
| Baldur's Gate 3 | Mods, Mod Load Order, Save Files |
| Cyberpunk 2077 | Archive Mods, Redscript Mods, TweakXL Tweaks, Cyber Engine Tweaks Mods, RED4ext Plugins |
| Darkest Dungeon | Mods |
| Divinity: Original Sin 2 | Mods |
| Dragon Age: Origins | Override Mods, AddIns (DAZip), Save Files |
| Fallout 3 | Mods & Plugins |
| Fallout 4 | Mods & Plugins |
| Fallout: New Vegas | Mods & Plugins |
| Grim Dawn | Mods |
| Hogwarts Legacy | Pak Mods |
| Kenshi | Mods |
| Kingdom Come: Deliverance | Mods |
| Kingdom Come: Deliverance II | Mods |
| Neverwinter Nights: Enhanced Edition | Hak Paks, Override, Modules, Custom Talk Tables, Portraits, Characters (local vault), Save Files |
| Oblivion Remastered | Plugins (Data), Pak Mods, OBSE Plugins, UE4SS Mods |
| Skyrim (Legendary Edition) | Mods & Plugins |
| Skyrim Special Edition | Mods & Plugins |
| Starfield | Mods & Plugins |
| The Elder Scrolls III: Morrowind | Mods & Plugins |
| The Elder Scrolls IV: Oblivion | Mods & Plugins |
| The Witcher 3: Wild Hunt | Mods, Mod Menus |
| Titan Quest Anniversary Edition | Custom Maps & Mods, Save Files |
| Torchlight II | Mods, Save Files |
MMO — 8 games
| Game | What syncs |
|---|---|
| WoW Classic | Addons, Addon Settings |
| WoW Classic Era | Addons, Addon Settings |
| WoW Custom Server | Addons, Addon Settings |
| WoW Forever | Addons, Addon Settings |
| WoW Retail | Addons, Addon Settings |
| WoW TBC (2.4.3) | Addons, Addon Settings |
| WoW Vanilla (1.12) | Addons, Addon Settings |
| WoW WoTLK (3.3.5) | Addons, Addon Settings |
Strategy — 20 games
| Game | What syncs |
|---|---|
| Crusader Kings II | Mods, Save Files |
| Crusader Kings III | Mods, Save Files |
| Europa Universalis IV | Mods, Save Files |
| Europa Universalis V | Mods, Save Files |
| Hearts of Iron IV | Mods, Save Files |
| Heroes of Might and Magic III | Maps, Save Files |
| Mount & Blade II: Bannerlord | Modules |
| Mount & Blade: Warband | Modules |
| RimWorld | Mods, Saves |
| Sid Meier's Civilization VI | Mods, Save Files |
| Sid Meier's Civilization VII | Mods |
| Stellaris | Mods, Save Files |
| Stronghold 2 | Custom Maps |
| Stronghold Crusader 2 | Custom Maps |
| Stronghold HD | Custom Maps |
| Stronghold: Crusader HD | Custom Maps |
| The Riftbreaker | Mods |
| Victoria 3 | Mods, Save Files |
| Warcraft III | Custom Maps |
| XCOM 2 | Mods (Base Game), Mods (War of the Chosen) |
City builders — 3 games
| Game | What syncs |
|---|---|
| Cities: Skylines | Mods, Assets, Save Files, Maps |
| Cities: Skylines II | Local Mods, Save Files, Maps |
| SimCity 4 | Plugins, Regions |
Simulation — 8 games
| Game | What syncs |
|---|---|
| American Truck Simulator | Mods, Profiles |
| Euro Truck Simulator 2 | Mods, Profiles |
| Farming Simulator 22 | Mods |
| Farming Simulator 25 | Mods |
| Football Manager 26 | Graphics (faces, logos, kits), Editor Data |
| Kerbal Space Program | Mods, Save Files |
| Oxygen Not Included | Local Mods, Save Files |
| Stardew Valley | SMAPI Mods, Saves |
Shooters — 9 games
| Game | What syncs |
|---|---|
| Arma 3 | Missions, MP Missions |
| Call of Duty | Mods |
| Call of Duty 2 | Mods |
| Call of Duty 4: Modern Warfare | Mods, Custom Maps |
| Counter-Strike 2 | Configs |
| Left 4 Dead 2 | Addons & Maps, Configs |
| Payday 2 | Mods (SuperBLT), Mod Overrides, Custom Heists |
| Ready or Not | Pak Mods |
| Team Fortress 2 | Custom (HUDs, Skins, Sounds), Maps, Configs |
Action — 7 games
| Game | What syncs |
|---|---|
| Blade & Sorcery | Mods |
| Dark Souls III | Seamless Co-op |
| Elden Ring | Seamless Co-op |
| Grand Theft Auto V | Scripts, OpenIV Mods Folder |
| Monster Hunter Wilds | Loose File Mods (natives), REFramework Scripts & Plugins |
| Monster Hunter: World | nativePC Mods |
| Red Dead Redemption 2 | Lenny's Mod Loader, Scripts |
Horror — 3 games
| Game | What syncs |
|---|---|
| Content Warning | Plugins (BepInEx), Mod Configs, Patchers |
| Lethal Company | Plugins (BepInEx), Mod Configs, Patchers |
| R.E.P.O. | Plugins (BepInEx), Mod Configs, Patchers |
Roguelikes — 5 games
| Game | What syncs |
|---|---|
| Balatro | Mods (Steamodded/Lovely), Save Profile 1, Save Profile 2, Save Profile 3 |
| Cult of the Lamb | Plugins (BepInEx), Mod Configs, Patchers |
| Noita | Mods |
| Risk of Rain 2 | Plugins (BepInEx), Mod Configs, Patchers |
| Slay the Spire | Mods, Save Files, Preferences & Profiles |
Racing — 5 games
| Game | What syncs |
|---|---|
| Assetto Corsa | Cars, Tracks |
| Trackmania (2020) | Maps, Replays, Skins |
| TrackMania 2: Stadium | Maps, Replays, Skins |
| TrackMania Nations Forever | Tracks, Skins |
| TrackMania United Forever | Tracks, Skins |
Platformers — 3 games
| Game | What syncs |
|---|---|
| Celeste | Mods (Everest), Save Files |
| Hollow Knight | Mods |
| Hollow Knight: Silksong | Plugins (BepInEx), Mod Configs, Patchers |
Party — 3 games
| Game | What syncs |
|---|---|
| Among Us | Plugins (BepInEx), Mod Configs, Patchers |
| Peak | Plugins (BepInEx), Mod Configs, Patchers |
| Tabletop Simulator | Save Files, Workshop Mods |
Rhythm — 1 game
| Game | What syncs |
|---|---|
| Beat Saber | Custom Songs, Plugins (BSIPA), Plugin Libraries, Custom Sabers, Mod Configs |
Co-op games with BepInEx (Valheim, Lethal Company, R.E.P.O., Risk of Rain 2, …): BepInEx/plugins and BepInEx/config sync as separate folders, so the host can share plugins but keep personal configs. Plugin .dll files are flagged as scripts before syncing. Disabling a plugin renames it to .dll.disabled (BepInEx loads every subfolder, so moving it wouldn't work). Stardew Valley (SMAPI) and Kerbal Space Program mods are whole folders, so they can't be switched off file by file in SyncCrate.
The Sims 4
- ReShade & GShade presets. Add The Sims 4 (ReShade) or (GShade) to share shaders and presets so everyone's game looks the same. Detected in
Game\Binon EA App, Origin and Steam installs. Your ownReShade.ini/GShade.iniis never synced. - Thumbnail cache is cleared automatically after new mods arrive.
- Disabling that sticks. The game loads mods from subfolders, so disabled mods are renamed to
.disabledinstead of moved. Mods left in an old_Disabledfolder are fixed in one click. - Outdated script mods are flagged after a game patch.
- CC names and pictures. Each
.packageshows the thumbnail and catalog name stored inside it. Check for updates adds names, pictures and newer versions from CurseForge, with a What's new link. - Share as a link for Patreon early access and "no reupload" CC: friends get the creator's page instead of a copy.
Minecraft (Java)
- Updates from Modrinth and CurseForge, only for the same loader and Minecraft version, with a What's new link for CurseForge files.
- Missing dependencies. After a check, a mod whose required library (such as Fabric API) isn't installed says Needs mod, with a link to it.
- Version and loader warnings. With three or more mods found on CurseForge, a jar made for another Minecraft version or loader than most of your mods is marked Mismatch ("Made for 1.19.2; most of your mods are for 1.20.1").
- Modpack folders sync too: mod configs (
config,defaultconfigs), global data packs (datapacks), KubeJS and CraftTweaker scripts (kubejs,scripts), so friends' recipes and settings match the host's.options.txt(keybinds, video, volume), Forge*-client.tomlfiles, Sodium/Embeddium video settings, the chosen Iris/Oculus shader, Simple Voice Chat's audio devices and volumes, JEI client settings and per-world bookmarks, Xaero's map and Mod Menu settings, ReAuth's saved login and the Distant Horizons settings and cache stay on each PC. Mods re-save some of their configs when the game starts, so with Stay in sync on, those can come back as changes to review. Like mod jars, scripts wait for a manual sync when Stay in sync is on. - Unpacked resource and shader packs (folders, not
.zip) sync too. Iris's per-shader options (shaderpacks/*.txt) stay on each PC. - CurseForge, Prism or Modrinth app modpacks live in their own instance folder, not
.minecraft. In Settings, Browse to the folder that holdsmods: the instance folder for CurseForge and Modrinth, theminecraft(or.minecraft) folder inside it for Prism and MultiMC.
World of Warcraft
- Addons show their names from their
.tocfiles; addons and addon settings (WTF, neverConfig.wtf) sync separately. - Check for updates finds Retail, Classic, Classic Era and WoW Forever addons on CurseForge by folder (names, authors, pictures) and only suggests updates built for your client.
- WoW Forever is supported. Its install folder will be confirmed when it launches; until then, if it isn't found automatically, choose the folder that holds
Interfaceyourself.
BepInEx games (Valheim, Lethal Company, R.E.P.O., PEAK, Risk of Rain 2, …): plugins, mod configs and preloader patchers (BepInEx/patchers) sync, so mods that need a patcher (like HookGenPatcher) load on friends' PCs too. Valheim configs include .json and .yml files.
Bethesda games, KSP and Mount & Blade: only mods sync. The game's own files in Data, GameData or Modules (the base game, DLC and Creation Club content) are skipped, so a sync never copies paid content to someone who doesn't own it or replaces base files across game versions. Paid Creations that don't follow Bethesda's cc… naming can't be told apart from mods yet. The load order (plugins.txt) is outside the game folder and isn't synced either.
Steam Workshop mods (RimWorld, Cities: Skylines, Project Zomboid, Paradox games, Arma 3, tModLoader and others) are kept by Steam in its own folder, outside the game folder, so SyncCrate can't sync them; the Content page says how many you have. Friends subscribe to the same Workshop items, and SyncCrate still syncs everything in the game's own folders.
LAN party tips: run the host on wired Ethernet, click Fix Windows Firewall on the host before people arrive, and let friends sync in waves (everyone shares the host's upload). Friends can also sync at home the night before using the join code.
Does it work at a LAN party with no internet?
Yes. On a local network SyncCrate finds hosts with mDNS and UDP broadcast and syncs PC to PC at 100–900 MB/s. Friends pick the host under Scan for Hosts or use Connect by IP.
How many friends can sync from one host?
There's no fixed limit. Each friend syncs independently, whenever they're ready, so people can join halfway through the evening. The host's upload is the bottleneck: friends syncing at the same time share it.
My friend can't connect. What do I do?
It's almost always Windows Firewall. On the host PC click Fix Windows Firewall, then use Test in Network Check to see whether the host is reachable. SyncCrate uses TCP port 9847 for sessions and UDP port 47625 for discovery.
Do I need to run it as administrator?
No. The only exception is a game folder Windows protects, such as ReShade/GShade under Program Files. SyncCrate tells you and offers to restart as administrator.
Can I sync with friends who aren't on my network?
Yes. Paste the host's join code, and nothing else is needed. SyncCrate connects directly between the two PCs when it can (hole punching through home routers, powered by iroh). When that isn't possible, it falls back to an encrypted relay server. The relay only forwards data it can't read, and it only helps set up connections; your files are never stored anywhere. On the same network the fast LAN connection is used automatically.
Anyone with your code can join, so turn on Use PIN if you post the code publicly. A virtual LAN like Tailscale or ZeroTier also still works with Connect by IP.
Is there a file size limit?
Up to 2 GB per file, no limit on total size.
Is it safe? Will it break my mods?
Nothing changes until you approve the sync plan, and existing files are only replaced when you choose to. The duplicate finder only looks at the mods folder, and before deleting a duplicate it re-checks that the copy you keep is still there and identical. Restoring a backup skips mods you've disabled or enabled since. Every file is hash-verified after transfer, risky script files are flagged, and backups let you roll back. Only sync with people you trust, and make sure everyone runs the same SyncCrate version.
My game isn't detected or supported.
Set the folder manually in Settings; any install with the expected folder structure works, Steam or not. A folder you pick yourself counts as installed. SyncCrate refuses drive roots, your user, Documents, Desktop and Downloads folders, and a folder that overlaps another game's folder. If the folder has none of the game's usual subfolders, it asks before using it. To add a new game, see Adding a game.
"Detected" means SyncCrate found the game installed (a Steam, Epic or GOG install, or an entry in Windows' installed apps). If only its mods/saves folder exists, for example left behind after an uninstall, SyncCrate doesn't use that folder until you set it yourself.
My tModLoader (Terraria) mods don't show up.
Mods you subscribed to on the Steam Workshop are kept by Steam in its own folder, not in Terraria's, so SyncCrate can't list, sync or back them up; the Content page tells you how many there are. Friends can subscribe to the same Workshop mods. SyncCrate syncs tModLoader's worlds and players, enabled.json (which mods are on) and any .tmod files in Documents/My Games/Terraria/tModLoader/Mods.
How do I hide a game I don't play any more?
Settings → Games → In sidebar toggles it off (or Hide them from the sidebar for every game that isn't installed). Its folder and backups stay; turn it back on the same way. The × next to a game in the sidebar removes it from your library instead.
Where does SyncCrate keep its data? Does uninstalling remove it?
Profiles, backups, file history, crews and settings live in %APPDATA%\synccrate on Windows (~/Library/Application Support/synccrate on macOS, ~/.config/synccrate on Linux). The Windows uninstaller removes it when you tick Delete the application data; otherwise it stays so a reinstall picks up where you left off. Updates never remove it.
Settings says "Folder not found — drive disconnected?"
The folder you set for that game doesn't exist right now, for example because it's on an external drive that isn't plugged in. SyncCrate keeps your setting and won't scan, sync or restore that game until the folder is back. Reconnect the drive, or pick the folder again in Settings.
Issues and pull requests are welcome.
Games live in one JSON file: detection paths, content types and file extensions. No Rust or TypeScript changes needed. Detection strategies are tried in order and the first existing path wins:
| Strategy | Example |
|---|---|
documents_relative |
{"type": "documents_relative", "base": "My Games", "folders": ["Fallout4"]} |
absolute_paths |
{"type": "absolute_paths", "paths": {"windows": ["%APPDATA%\\VintagestoryData"], "linux": ["~/.config/VintagestoryData"]}} |
steam_library |
{"type": "steam_library", "folders": ["Fallout 4/Data"]} (checked in every Steam library) |
windows_registry |
{"type": "windows_registry", "keys": ["HKLM\\SOFTWARE\\Maxis\\The Sims 4"], "value": "Install Dir", "subpath": "Game\\Bin"} |
Add "require_any": ["SomeMarker.ini"] next to strategies to only match folders containing one of those files or folders (used for ReShade/GShade). Each content type needs a real subfolder, and its icon must exist in ICON_MAP in synccrate/src/components/Sidebar.tsx. Add "steam_app_id" (the number in the game's Steam store URL) so the game gets box art. For games not on Steam, add "art_urls": {"hero": "https://…"} pointing to official publisher-hosted key art. Tag the game with "genres" from the list in registry.rs (GENRES). "Detected" also needs install evidence: the Steam app id, or a Windows uninstall / Epic / GOG entry matching the game's label. If the installed name differs, add "install_names": ["World of Warcraft"]. For games found neither way, add "install_markers": a file relative to the game folder ("Wow.exe"), an absolute path ("%ProgramFiles(x86)%/Game/Game.exe") or a registry directory ("HKLM\\SOFTWARE\\Maxis\\The Sims 4::Install Dir"). Content type folders must not overlap (one nested in another), which a test checks. A content type with "extensions": [] takes any file; add "install_extensions": ["zip"] so dropped files of that kind still install into it. If the game keeps its own files next to the mods (Bethesda's Data, KSP's GameData), add "exclude_patterns" to the content type so they never sync: * and ? wildcards, a file name without / ("cc???sse*") or a path inside the folder with one ("SquadExpansion/*"). Set "disable_method": "rename" if the game loads mods from subfolders (disabling then renames to .disabled), "none" if mods are whole folders that can't be toggled per file, and "duplicate_finder": true only if identical files in different mod folders are genuinely a problem for the game.
Requires Node.js 18+, Rust stable and the Tauri v2 prerequisites.
git clone https://github.com/stixez/SyncCrate.git
cd SyncCrate/synccrate
npm install
npm run tauri dev # dev with hot reload
npm run tauri build # installer in src-tauri/target/release/bundle/Stack: Tauri v2 · Rust · React 19 + TypeScript + Vite · Tailwind CSS · Zustand · TCP transfer with mDNS + UDP discovery.
If SyncCrate saves your game night, consider buying me a coffee. Released under the MIT License.




