Publishing and players

Multiplayer

Presence, movement and shared rule state for every project.

Set the game type to Co-op or Versus in Setup and the published game becomes multiplayer. There is nothing else to author and nothing to host.

What players get

  • Joining: players open the address. Each browser gets a guest identity for the game, with no sign-up.
  • Presence: a list of who is connected.
  • Movement: every player sees every other player move through the world.
  • Shared rule state: a variable a rule sets, a quest it starts or completes, a win or a loss reaches every player the moment it happens.
  • Late joining: someone who joins mid-session inherits the current shared state.

How it works, and what it is for

One connected player runs the Logic rules on behalf of the room, chosen the same way by every client, and another takes over within moments if they leave. What players send is forwarded to the room as it is: nothing is simulated or checked by a server.

That makes it a good fit for co-op, exploration and turn-based games, where the point is keeping friends in sync. It is not a fit for competitive or hit-based play, where a modified client could claim a position or an outcome it did not earn.

Player pool

Every multiplayer project includes a pool of 50 concurrent players. Beyond that, extra players queue rather than degrade the session. Usage shows on the Publish page while the game is live.

Server-refereed play

Sunder, the platform's own tactical shooter, runs on a dedicated server that simulates movement and registers hits. That tier is not yet available to other projects.

Match history and analytics for multiplayer projects are on the Players page.