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05 · Multiplayer

Players see each other. Rules stay in sync.

Set a project to Co-op or Versus and every player sees who else is there, sees them move, and shares rule state. Nothing to author, nothing to host.

Automatic from the first publish

Players open your link, get a guest identity and join the room. They see a presence list, each other moving through the world, and whatever your rules decide: a variable, a quest starting, a win or a loss.

Presence list and live movement
Shared variables, quests and outcomes
Late joiners catch up on the current state

Built for co-op and turn-based play

One connected player runs the rules on behalf of the room and hands over automatically if they leave. Nothing sent between players is simulated or checked by a server, so treat it as a way to keep friends in sync rather than a referee.

Good for co-op, exploration and turn-based games
Not for competitive or hit-based play
Costs nothing while nobody is playing

When you need a referee

Sunder, our own tactical shooter, runs on a dedicated server that simulates movement and registers hits. That tier exists on the platform today for Sunder, and is the direction for competitive projects.

Server-simulated movement and hits
Prediction and reconciliation
Available to Sunder today, not yet to every project
JoiningFrom the link, no account
SyncPresence, movement, rule state
Best forCo-op and turn-based
Pool50 concurrent players included
Docs: Multiplayer Next: Hosting & Publishing
Soulstack

Your first game is a browser tab away.

In active development. Nothing to install to build it, and a real app at the end.