Multiplayer

Declarative sync & worlds

Declarative multiplayer for indies. Seamless world stitching for MMOs. Managed authoritative servers for everyone. One module, two levels.

playserv · multiplayer
world · 4 zones · live
● 1,247 players
zone-azone-bzone-czone-d
Capabilities

What Multiplayer does.

Photon for the simple part. SpatialOS for the hard part. One bill.

Declarative [Sync]

Attribute on a field. Platform handles serialization, RUDP, authority, rollback.

Authoritative server

EE owns state. Client can't cheat. Free by architecture, not bolt-on.

Seamless stitching (L2)

Cross-server world for sandbox / MMO. Zone handoff without loading screens.

AOI & interest mgmt

Only replicate what the player can perceive. Tunable from Canvas — no code.

Unity · Unreal · JS

Same API across engines. Web multiplayer works without WebSockets gymnastics.

Built-in matchmaking

Skill-based, region-aware, ticket-based. Configured in Canvas, wired to Edge.

60 ms
p95 sync latency
intra-region
25,000
entities / zone
tested architecture
<50 ms
zone handoff
seamless
RUDP
transport
auto-backpressure

Talk to us. 20 minutes.

Bring your stack diagram or your migration spreadsheet. We'll show you where PlayServ slots in.

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