Playserv.io
Define your data schema, save objects, and state sync happens automatically in real time.
Real-time objects MMO-ready Visibility rules Events + versions Global scaling Unified APIWhat Playserv is
Playserv.io is a cloud platform for real-time game object management that can turn almost any game - from a solo RPG to an MMO - into a multiplayer experience with minimal engineering effort.
Instead of writing custom networking code for deltas, RPC fan-out, replication graphs, and edge-case reconciliation, you work with a simple model:
- Define a schema
- Save an entity
- Subscribe with filters
- Receive updates automatically
Core idea
You focus on your gameplay rules and player experience. The platform handles state distribution, filtering, and scaling.
Why this matters
Traditional multiplayer approaches often force teams to build and maintain:
- state replication logic
- interest management
- authoritative storage
- event routing and ordering
- replay/debug tooling
- scaling strategies
- protocol glue across HTTP/WS/gRPC
Playserv.io aims to replace that with a “defined - and it works” workflow.
“If a solution like this already exists, I will be its first customer.”
- CTO of a studio with 50M+ downloads (interview quote)
The “Define - and it works” workflow
- Create a typed schema for your entities (e.g.,
Player,Ship,Quest,Guild). - Write entity state via a single API call.
- Attach visibility filters (e.g., same shard, nearby, same squad).
- Subscribe and receive state updates in real time.
A conceptual example (pseudo-code)
// Define a schema once (conceptual)
schema.define("Ship", {
ownerId: "string",
position: { x: "float", y: "float", z: "float" },
velocity: { x: "float", y: "float", z: "float" },
cargo: [{ itemId: "string", qty: "int" }],
status: { hp: "int", shields: "int", energy: "int" },
visibility: { mode: "enum:public|team|private", teamId: "string?" },
});
// Update state (authoritative server or trusted service)
playserv.entities.save("Ship:123", {
ownerId: "User:42",
position: { x: 10.2, y: 0.0, z: -71.9 },
status: { hp: 95, shields: 40, energy: 83 },
});
// Subscribe by interest rules (client or server)
playserv.subscribe(
{
type: "Ship",
where: "distance(position, $me.position) < 150 && visibility.mode != 'private'",
fields: ["position", "velocity", "status", "cargo"],
},
(update) => {
// update is automatically filtered + versioned
render(update);
}
);About the snippet
This is intentionally pseudo-code to explain the model. The real API can be exposed through multiple transports.
Entities: smart objects with state + logic
Entities in Playserv.io are not just blobs of JSON. They are designed to be:
- typed (schema)
- versioned (every change creates a new version)
- event-producing (changes emit events)
- inspectable (debug timelines, diffs, provenance)
Player, Guild, Match, Inventory, Quest, WorldObject, NPC, MarketOrder
Event architecture: every change becomes an event
Whenever an entity changes:
- a new version is created
- a change event is emitted
- subscriptions matching the visibility rules receive the update
{
"entityId": "Ship:123",
"version": 8841,
"timestamp": "2026-01-13T10:22:31Z",
"diff": {
"position": { "x": 10.2, "y": 0.0, "z": -71.9 },
"status": { "hp": 95, "shields": 40 }
},
"source": {
"actor": "GameServer:eu-3",
"reason": "combat_tick"
}
}Why versioned events matter
Versioning makes debugging and replay realistic: you can inspect what changed, when, and why - without building custom tooling.
Visibility filters: who sees what, and when
Visibility filters are the heart of scalable multiplayer.
Common patterns
- Geo / proximity: only show nearby entities
- Team / party: share updates inside a squad
- Shard / region: segment populations cleanly
- Game rules: fog-of-war, stealth, line-of-sight
- Privacy: private inventory vs public equipment
Geo filter
distance(entity.position, player.position) < 120
AND entity.visibility.mode != "private"Team filter
entity.visibility.mode == "team"
AND entity.visibility.teamId == player.teamIdGame rules filter
entity.type == "NPC"
AND entity.ai.state != "hidden"
AND hasLineOfSight(player, entity)Design note
Filters should be predictable and safe. Keep them deterministic and avoid expensive computation inside hot paths.
Data model: schema, snapshots, diffs
A typical update flow has three complementary representations:
- Snapshot - the current state
- Diff - what changed since the previous version
- Event - the metadata around the change
Clients can apply diffs efficiently, while tools can display snapshots and timelines for debugging.
Unified API: one surface, multiple transports
You can integrate Playserv.io via:
HTTPWebSocketgRPCOptimized Binary ProtocolWhat each transport is good for
| Transport | Best for | Notes |
|---|---|---|
| HTTP | Admin + tooling + integrations | Same logical API, different envelopes. |
| WebSocket | Real-time state subscriptions | Same logical API, different envelopes. |
| gRPC | High-throughput server-to-server | Same logical API, different envelopes. |
| Binary | Ultra-low overhead game clients | Same logical API, different envelopes. |
Scaling: from small co-op to millions of players
- Partition entities by world, region, or shard
- Route subscriptions using interest boundaries
- Maintain low-latency paths for “hot” entities
- Use distributed storage optimized for write-heavy, event-heavy workloads
Typical deployment modes
- Prototype mode: single region, minimal shards
- Live ops mode: multi-region with failover
- Massive mode: global scale with partitioned worlds
Built-in debugging: visibility, versions, provenance
Debugging multiplayer is usually painful. Playserv.io builds debugging into the model:
- entity timeline inspection
- version diff viewing
- event provenance (who/what changed it)
- subscription tracing (why a player did or did not receive an update)
A debugging scenario
A player reports: “I got hit by an invisible enemy.” You inspect the enemy entity timeline and the player’s subscription filters, and you can see whether visibility rules excluded updates, or whether the client missed them.
Example: turning a single-player RPG into co-op
- Make the player character a shared Entity
- Store world interactables (chests, doors) as entities
- Subscribe nearby players to each other’s entities
- Apply visibility rules to prevent spoilers (e.g., hidden loot)
- Let events drive UI updates (e.g., quest progress)
Incremental expansion path
- Co-op (2-4 players)
- Session-based multiplayer (10-50)
- Shared world (hundreds)
- MMO-like zones (thousands+)
- Global persistence (millions)
Glossary
- Entity: A typed game object with schema, state, and versioned changes.
- Visibility Filter: Rules determining who can see which updates (geo, team, conditions).
- Event Stream: Append-only changes with versions for debugging, replay, and automation.
- Snapshot: Current materialized state of an entity.
- Subscription: A live query delivering updates as state changes.
FAQ
Is this a replacement for Photon, Nakama, or custom authoritative servers?
Playserv.io focuses on real-time object state synchronization at scale. It can complement existing stacks or replace parts of them, especially where replication, filtering, and state distribution are the bottleneck.
Does it support MMO-grade visibility and interest management?
The platform is designed around subscriptions + filters as first-class primitives, which is the core of scalable MMO-style interest management.
How do you keep state consistent across server, client, and backend?
Updates are versioned. Clients and services can reconcile by version, apply diffs, and request snapshots when needed.
Next steps
- Identify 3-5 entity types that represent the core of your gameplay loop.
- Decide on your first visibility rules (geo / team / shard).
- Prototype: save + subscribe + apply updates.
- Validate: measure latency, bandwidth, and correctness with debug tooling.
One-liner
Define the schema, save objects, subscribe with filters - and multiplayer state sync happens automatically.