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Yes — that’s exactly the kind of thing Vaultrice is designed for. Think of it like localStorage, but instead of being tied to one browser on one device, the da
by adrai 1y ago
Yes — that’s exactly the kind of thing Vaultrice is designed for.
Think of it like localStorage, but instead of being tied to one browser on one device, the data lives in a globally-available, real-time object. Any change one player makes (like moving their character or firing a shot) can be sent instantly to the other player’s browser — without having to set up your own server or WebSocket layer.
For your son’s zombie shooter:
• Each game session could be one Vaultrice “object” (with an id like game-123).
• Each player writes their position, health, actions to that object.
• The other player’s browser listens for changes and updates the game state instantly.
• Presence tracking is built-in, so you can show “who’s in the game” without extra code.
The nice part is that the SDK’s API feels familiar — setItem, getItem, and on() for events — so you can get a working multiplayer prototype with just a few lines. If you want even less boilerplate, the SyncObject API lets you just set properties on a shared object and Vaultrice syncs it behind the scenes.
It won’t handle game physics for you, but it’s a fast, simple way to make a turn-based or moderately real-time multiplayer experience without hosting your own backend.
- Gys 1y agoThe two players would be two users?
- adrai 1y agoDon't know exactly what you mean by users... users in the Game... probably yes. users in Vaultrice... no, in Vaultrice that would be 1 object (per game) of 1 class
- Gys 1y agoI meant for Vaultrice. From your pricing page it is not clear what counts as a user. I guess I am confused by clients vs users.