Is player.prefs the only method/place to store game info?

The name player prefs suggests that these are settings and preferences that the player chooses, not a place to store high scores, etc. (Because aren’t these things human-readable files?)

Is there another way/place to store save game data, high scores, etc? I’ve seen save managers in the Asset Store but if Unity has it’s own built in secure way of doing it I’d like to learn how.

There’s no issue storing high scores. You can obscure the data if you want, but any local file can be cracked, PlayerPrefs or otherwise. You can often use standard System.IO commands for external files if there’s a lot of data (restrictions depend on the platform).

–Eric

Save the data onto a remote server?

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I think you’re right. I’ve been resisting coding the server version of this game long enough. Time to bite the bullet I’m afraid.