Cheats, trainers and save files
The game has no cheat menu or codes the team has published, and no console commands either. Any trainer you find is a third-party tool that neither the team nor the publisher supports. What you do get is a save folder you can back up, an autosave that only runs when a new in-game day begins, and full control over game speed.

Are there cheat codes or console commands?
No. The team and publisher have not put out any code, developer console or free-build switch. If that changes during Early Access, it will show up in the patch notes first.
What about trainers and cheat tables?
They are made by third parties, not by EmpireCraft Studios or Toplitz Productions, and they work by changing the running game. Two things follow. Early Access builds change often, as the roadmap makes clear, and a trainer written for one build can break on the next or leave a save in a state the game does not expect. And a download that claims to be a trainer is still an unknown program on your PC. If you use one anyway, copy your Saves folder somewhere safe first.
Which trainers list Wild West Pioneers?
- WeMod, MrAntiFun and Cheat Happens all have a page for it. None of them is connected to the game’s makers.
- The WeMod and MrAntiFun trainer predates the release. It was built on a version from before Early Access opened, and players report that parts of it, max money among them, do nothing in the released game.
- flingtrainer.io is not FLiNG. It is a separate site using the name, and FLiNG itself has no trainer for this game.
- No mods, no Workshop. The game has no mod support and no Steam Workshop, so anything that changes it comes from outside Steam.
The publisher has a general warning about files from third parties, given when a fan translation patch turned up: “Please always be cautious when downloading files from external sources and third parties.”
Where are the save files?
Saves are in
C:\Users\USERNAME\AppData\LocalLow\Toplitz Productions\WildWestPioneers\Savesand the logs, Player.log and Player-prev.log, sit one level up in C:\Users\USERNAME\AppData\LocalLow\Toplitz Productions\WildWestPioneers. Replace USERNAME with your Windows user name. AppData is hidden by default, so the quickest route is to paste the path into the File Explorer address bar. The log is overwritten every time the game starts, which is why the previous run is kept as Player-prev.log; grab it before relaunching if you want to report a crash.
The game supports Steam Cloud, so your saves should follow you to another PC on the same account. In the game, the Load Game menu lists saves with the most recently used first and shows longer save names, so a clearly named manual save is easy to find again.
Does it autosave?
Yes, but only when a new in-game day begins. A crash while building takes you back to the start of that day, and F5 does not quick-save. Until that changes, save by hand before a long building spree, testing a trainer or rebuilding half your town.
If the game crashes on you, the publisher is collecting reports in the Early Access Bug & Tech Reporting forum and asks two things: whether an error message appears, and whether it happens when you Alt-Tab out. The log files it will want are described above, and crashes, fixes and saves has what the hotfixes changed and the settings to try first.
Stuck? Try these before reaching for a cheat
- Speed up time. You control the clock and can fast-forward whenever you are waiting on resources.
- Turn the Tutorial Assistant back on. It can be reopened after you close it, and it breaks the current objective into small steps.
- Short on gold early? Your starting gold covers the 50 Gold quest.
- Can’t find the shovel for the buried treasure? It is back in your settlement: here is where to look.
- Stalled in the opening? The first two hours guide lists what to build in order.
Related
See your first two hours, the shovel and the buried treasure, gold and the debt and Early Access and the roadmap.