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.
- Free up to 50 CCU $0
- Starter 150 CCU $49/mo
- Growth 500 CCU $149/mo
- Shared managed region pool included
- Dedicated reserved capacity from $499/mo
- Bring your own Docker-compatible routing only
- Free up to 1,000 MAU $0
- Indie solo / early traction $79/mo
- Studio live game $299/mo
Ready to ship multiplayer?
Start free with 50 CCU. Scale when players show up.
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