PlayServ.io
Multiplayer backend for games — define your schema, and state sync happens automatically.
PlayServ replaces custom networking code, replication graphs, and server infrastructure with a single SDK. You focus on gameplay. PlayServ handles data, events, sessions, and scaling.
What PlayServ is
PlayServ is a cloud platform for real-time game state management. It can turn almost any game — from a small co-op to an MMO — into a multiplayer experience with minimal engineering effort.
Instead of building and maintaining state replication logic, interest management, authoritative storage, and event routing, you work with a simple model:
- Define a schema — describe your game objects:
Player,Quest,Inventory,Match - Save an entity — write state via a single API call
- Subscribe with filters — attach visibility rules (nearby, same squad, same shard)
- Receive updates automatically — deltas delivered in real time to all subscribers
The platform handles distribution, filtering, versioning, and scaling.
What you can build
PlayServ is designed for game teams that want to ship multiplayer without building backend infrastructure from scratch.
- Co-op and session-based games — shared world state, synchronized between clients in real time
- MMO-style experiences — thousands of entities with visibility filters, sharding, and live subscriptions
- Authoritative game servers — server-side logic via RPC, with full access to the SDK
- LiveOps and game data — schema-driven content management with publish/review workflows
How it works
Connect the SDK
Import the PlayServ Unity package, configure your Game Access Token and Game ID in the PlayServ settings window, and add a bootstrap script to your scene.
The SDK manages the session lifecycle automatically — Offline, Recovering, Active — so your game code reacts to state rather than managing connections directly.
Define your data schema
Describe your game entities in the PlayServ Backoffice — Entities, Entity Parts, Enums, and the fields that connect them. The schema becomes the source of truth for your data structure, record forms, and subscriptions.
Query and subscribe to data
Use the LINQ-like query API to retrieve game objects. Any query can be turned into a live subscription — the first delivery is a full snapshot, and subsequent updates arrive as JSONPatch deltas.
Run logic on the server
Author server-side game logic in your client codebase using [Server] classes. The code analyser discovers it, extracts it, and deploys it to the server runtime. Call it from the client via PlayServ.Remote(...).
Explore the documentation
| Section | What's inside |
|---|---|
| Getting Connected | SDK architecture, initialisation, proxy, session lifecycle, authentication |
| RPC & Component System | Events, server-side RPC, extending SDK components, groups |
| Data Operations | Query language, live subscriptions, data mutation |
| Authentication | User login, UserToken, server-side ValidateClient |
| Backoffice Guide | Project setup, SDK keys, Unity integration, schema, publishing |
Quick start
New to PlayServ? Start here:
- Creating a New Project — set up your project in the Backoffice
- SDK Key Generation and Management — get your credentials
- Connecting a Project to Unity — import the SDK and configure Unity
- SDK Initialisation & Handshake — initialise the runtime and start a session