How to have multiple save files that are labeled differently?

Hi, I’ve spent days trying to figure this out. I made a saving system that works but I want the player to make as many saves as their computer can handle, what I’m trying to do is label the save files by numbering them, the files appear as buttons in a foreach loop!

foreach(Game g in SaveLoad.savedGames) 
			{
				if(GUILayout.Button(saveFileName + Game.current.saveNumber, GUILayout.Width(340), GUILayout.Height(50))) 
				{
					//When Save slot is pressed then pop up asking to Load
				}
			}

the problem is that all the buttons share the same variable so they get updated all at once, they should appear as save 1,2,3.

So How do I create the save files so that they don’t share the same numbers? I don’t want to put restrictions on the amount of files they can have. Also the game.current.save number is being incremented by 1 each time new save is pressed
Thanks

Below is my save load Script

public static class SaveLoad 
{
	public static List<Game> savedGames = new List<Game>();
	public static void Save()
	{
		SaveLoad.savedGames.Add (Game.current);
		BinaryFormatter bf = new BinaryFormatter ();
		FileStream file = File.Create (Application.persistentDataPath + "/gameData"+Game.current.saveNumber+".sol");
		bf.Serialize (file, SaveLoad.savedGames);
		file.Close ();
	
	}//end of Save

	public static void Load()
	{
		Game.current.saveNumber = 3;
		if (File.Exists (Application.persistentDataPath + "/gameData"+Game.current.saveNumber+".sol")) 
		{
			Game.current.noSave = false;//if gamesave does exist set this bool to false;
			BinaryFormatter bf = new BinaryFormatter ();
			FileStream file = File.Open (Application.persistentDataPath + "/gameData"+Game.current.saveNumber+".sol", FileMode.Open);
			SaveLoad.savedGames = (List<Game>)bf.Deserialize(file);
			file.Close ();
		} 
		else 
		{
			Game.current.noSave = true;//if gamesave does not exist turn to true
		}
	}//end of Load

}//End of SaveLoad Class

Make an int of your saves for example

  int totalSaves;
  string saveFileName = "saveFile";
  string newSaveFile;
  //making a new save
  totalSaves++;
  newSaveFile = saveFileName + totalSaves;

The logic for finding the save you’ll have to figure out yourself though.

Does it have anything to do with
Game.current.saveNumber = 3;
in your Load() method?