Pillar · Sync

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.

What you get

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.

Who it's for

Sync fits three kinds of teams.

Solo indie dev

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.

Small-studio lead dev

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.

Vibe-coder

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.

Where Sync fits

A reactive database, not a netcode library.

Without PlayServ
  • 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
With PlayServ
  • 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.

Pricing

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.

See full pricing →

Ready to ship multiplayer?

Start free with 50 CCU. Scale when players show up.

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