Features and Roadmap

Current features


  • Custom UDP transport layer using bit streams with reliability
  • WebRTC support for WebGL builds
  • Smooth state replication
  • Server-side, Client-side, distributed authority
  • Connected entity support
  • Fast authority transfer
  • Remote messaging (RPC)
  • Persistence
  • Verified support for Windows, macOS, Linux, Android, iOS and WebGL
  • Support for Rooms and Worlds


  • Unity SDK with an intuitive no-code layer
  • Per-field adjustable interpolation and extrapolation
  • Input queues
  • Easy deployment into the cloud
  • Multi-room Simulators
  • Multiple code generation strategies (Assets/Baking, automated with C# Source Generators)
  • Multiple object spawning strategies (Resources, Prefab Mapper, Addressables)

Optimization and performance

  • Per-field compression and quantization
  • Per-field sampling frequency adjustable at runtime
  • Unlimited per-field levels of detail
  • Areas of interest
  • Accurate SimulationFrame tracking


  • Developer portal with server and service configurator
  • Automatic server scaling
  • Multiple regions (US East, EU Central)
  • Player accounts
  • Key-value store
  • Matchmaking

Coming soon


  • Float64 support
  • Permissions and roles system for clients and simulators
  • World origin shifting


  • Input queue UX improvements
  • More logging and diagnostics tools
  • Built-in network condition simulation


  • Additional server regions
  • Support for multiple Simulators and Replicators in a single project
  • Dashboard with usage statistics
  • Paid plans with more CCU and credits

Mid-term roadmap

  • Network profiler
  • Support for lean pure C# clients and simulators without Unity
  • Peer-to-peer (without replication server) with NAT punch-through
  • MTU detection
  • Packet replay
  • Ability to deploy multiple Simulation Servers per environment
  • Player analytics
  • Developer portal graphs and analytics
  • Simulator authentication
  • Bare-metal and cloud support
  • Misprediction detection support
  • SDK library that can be used in C++ and other languages
  • More starter/sample projects and helper scripts
  • Ability to embed WebGL games in web portals
  • Global KV-Store
  • Complex data types/entities in the KV store
  • More GGPO support for specific game genres
  • Misprediction detection support


  • Unreal Engine SDK
  • JavaScript SDK
  • TCP fallback support
  • Advanced matchmaking
  • Multiple Replication Servers per game world
  • Customer-specific serialization
  • User-space load-balancing (SDK framework)
  • Game world map with admin interface
  • Advanced anti-cheat functionality
  • Advanced transaction logs (audit trail)
  • Schema versioning (hot updates)
  • Console-specific updates
  • Player analytics