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Which btw. is possible in a number of ways.
I suppose in development it didn't seem like a high priority, just because of that.
There're 2 saves actually, the normal one and the one when you're dead (rewind). I've killed my ship countless time to rewind.
Just fight anything (or that godlike Mizzurani ships), or orbit the sun until the ship exploded.
Talking about rewind, now I'm stuck in bad rewind and totally ruin my roleplay because I entered the system too close to those mizzurani goons.
No other choice than start over for the.. I dont know, I lost count how many times I've restarted. This stupid roguelike saves system and RNG really burnt me out.
But, I play multiple parallel runs all the time. For example, I often play for awhile, then have to stop for quite some time. When I come back to it, I'll often start a new game to relearn the controls, etc., then go back to my original game.
Also, my son or wife often want to play. Usually, they each can have a separate campaign to play, but not here.
Moreover, I often like to show new cool games off to my friends. I generally start a new game and let them play, learning from the tutorial in an easy environment (i.e., the beginning). But again, not in this game.
Multiple saves, especially only one overwriting save per campaign, is very easy to implement.
Making a player copy files is crazy.
Edit: While the save games themselves MIGHT be easy to implement (there still can be some complications), there is always some implicite work to do, like for example having to adapt the UI in this case.
Rather than restarting the campaign using the same seed and dealing with god-knows-what-RNG just to get to that point of story just to try different choice is just too much.
And the campaign is very long, it's nowhere roguelike FTL short.
/rant