Savegames leak process memory
Measured
The game copies each player's name into a fixed 32-byte field without clearing it first, so whatever happened to be in that buffer goes to disk behind the terminating byte.
This was measured, not supposed. Two saves of the identical game state have different checksums, and every one of the 356 differing bytes lies past the end of a name. The leaked content is recognisable Windows stack and heap addresses.
Three consequences. A savegame is not a pure function of the game state, so no tool may assume two saves of one state match. Any save-comparison tool must mask that padding or it will report identical states as different. And a file you share carries fragments of your machine's memory — harmless in everything examined here, but worth knowing before you post one.