Multiplayer without netcode. The game runs, and it earns.
Drop [Sync] on a field — it's online. Authoritative servers, sign-in, anti-cheat, cloud functions, and basic IAP — managed. A reactive database with field-level ACL, not a netcode library. No backend team required.
Everything a multiplayer game actually needs to launch.
One attribute, not a subsystem
Declare a field syncable with [Sync]. Serialization, RUDP, authority, RPC, and rollback are handled. Same API on Unity, Unreal, and JS.
Authoritative server by default
State lives on a PlayServ-managed server. Clients send intent; the server decides. Whole categories of cheats disappear by construction.
Reactive DB with field-level ACL
The client talks to the database — safely and directly. Permissions live next to the schema. Subscriptions push only what changed.
Cloud functions, push-to-deploy
Server logic without IaC. Push a function to GitHub; it lands in the runtime in minutes. Triggers from the bus, the DB, or HTTP.
Sign-in that ships day one
Email + password, Apple, Google, Steam, guest. Tokens, sessions, refresh, revoke — managed. Full cross-platform merge → Passport.
Basic economy out of the box
Catalog, wallets, IAP for Apple, Google, Steam — enough for currency packs on day one. Receipts validated server-side. Skins, inventory → Vault.
Sync fits three kinds of teams.
One person, one game, one weekend
Designer, engineer, and publisher in one chair. Sync, sign-in, IAP, and a server come on day one — multiplayer stops being a quarter-long detour.
Three engineers, none full-time on backend
A 3–5-person team can't carry a netcode specialist or a server engineer. Sync ships a backend the rest of the team can build on without asking permission.
The client is generated; the server is missing
AI wrote the gameplay loop. Sync writes the server foundation it needs to actually run online — auth, state, IAP, and cloud functions.
Sample journeys through Sync.
Synthetic stories — the real customer names land here when their games do.
Your multiplayer game, online by Friday.
- Solo Unity dev stuck on Photon for a month
- Netcode eating the creative runway
- Wants one attribute, not a subsystem
Competitive shooter, off Hathora in a sprint.
- 200K MAU, CCU bill doubled in a quarter
- Rewrite budget: zero
- Region-aware matchmaking still required
A reactive database, cloud functions, and a slim auth slice — composed.
Sync is a pillar-level composition. The reactive database carries state; cloud functions run logic; a slim auth slice gets players in; basic IAP plus receipt verification let the game earn from day one.
Declarative [Sync] attribute, RUDP transport, authoritative state, RPC, interest management.
Open spec →Reactive entities with field-level ACL. Subscribe to a query; the server pushes only what changed.
Open spec →Server logic without IaC. Trigger on bus events, DB writes, or HTTP. Push to GitHub; it deploys.
Open spec →Email + password, Apple, Google, Steam, guest. Token issue, refresh, revoke. Cross-platform merge → /passport.
Open spec →Catalog, wallets, IAP for Apple, Google, Steam. Currency packs on day one. Full catalog → /vault.
Open spec →Server-side validators kill whole categories of cheats by construction. Statistical detection → /realm.
Open spec →Room-based matchmaking — join by code or browse public rooms. Skill-based queues → /realm.
Open spec →Logins, sessions, and key conversion events ship on day one. Cross-module dashboards → /signals.
Open spec →A reactive database, not a netcode library.
- Photon room limits — per-CCU billing climbs at scale
- Hathora retired 2026-05-05 — migration forced
- Custom netcode = a quarter-long backend detour
- GameSparks shutdown — no field-level ACL anywhere
- Authoritative server, managed for you
- Field-level ACL — schema-driven permissions
- One bus for sync + auth + IAP + functions
- Same API on Unity, Unreal, and JS
After GameSparks' shutdown and Hathora closing on 2026-05-05, this is the only platform that combines field-level ACL, reactive subscriptions, and cloud functions in one bus.
Sync is free up to 50 CCU.
Competitive scale runs on Realtime Starter ($49/mo, 150 CCU) or Growth ($149/mo, 500 CCU). Dedicated server hosting is billed on reserved capacity and is optional up to the Scale tier.
Ready to ship multiplayer?
Start free with 50 CCU. Scale when players show up.
Browse the rest