TBH, if it's a problem with save bloat, that's really a problem with the way the game's coded, that would apply no matter what language or engine is used - they're just trying to hold on to too much data, and need to come up with some better routines for pruning what's not essential.
There's a good part of that. The saved files are compressed zips of JSON files, that are not very efficiently compressed to start with (I do better in Python with a very low compression factor).
Each save files contains the history log of all entities created and destroyed since the beginning of the game. I mean the first time the player started the campaign.
It also contains the list of all entities in each area visited by the players, because those entities - loot mainly, are persistent. Which means that the players have a list of all the loot presented to them each time they leave an area.
It seems to have a fog file for each area as well…
And there are two small files that contain the interesting information - progression of each party member, state of the game, and so on. In chapter 2 those files are ~15% of the whole mess.
Not sure if there's any memory leak, I never watched it. I think people are using that term pretty loosely.
As for Unity… Don't buy a 3080, keep your old card! Because Unity has been handling RTX very badly for a few months, or at least most overheat reports I've seen were on RTX. When I'm looking at the main game menu, doing nothing, it uses more than 50% of my 3070. I had to tune most of the graphics options down in order to play without melting my case.
Same problem as Solasta (except it's not possible to tune it down in Solasta, which makes it unplayable for a bunch of people).
It's simple, when I see that a game runs on Unity now, I'm hesitating to buy it. (EDIT: Dark Crystal managed to optimize Encased pretty well though, or they're not using the lighting features that make the GPU go crazy).