Persistly is a cloud save platform for games, not a real-time multiplayer backend.
Docs Home
The shortest path to a real synced save.
Start with a stage runtime key, configure the game-save SDK facade, save data locally, then sync at safe gameplay moments. Persistly keeps the first path SDK-first and local-first.
Next Steps
Pick the beginner path that matches your integration.
Learn the configure once, saveData, loadData, and forceSyncData flow for one-save games.
Learn the flowSDK HubChoose JavaScript, Unity, Godot, or a tracked future SDK path for your game surface.
Open SDKsTemplatesCopy a one-save, multi-slot, or account + slots starter for JavaScript, Unity, or Godot.
Pick templateRuntime/APIInspect the lower-level contract after the SDK-first path is clear.
View referenceBoundary
Persistly syncs saves. It is not a real-time multiplayer backend.
Use Persistly for durable game progress in single-player, idle, incremental, and async games. Keep matchmaking, live PvP state, and server-authoritative combat logic in systems designed for real-time play.
Default game clients create an account, receive an account session token, and sync named slots through that session.
playerRef is an optional non-secret developer reference, not an auth identity, recovery key, or public lookup key.
Trusted lookup, broad search, and operator workflows belong to the dashboard/admin side.
SDKs & Plugins
Choose your game surface from the SDK hub.
JavaScript, Unity, and Godot are the available SDK paths. Browser, Vite, Phaser, PlayCanvas, Cocos Creator, Construct, RPG Maker, native mobile, Unreal, and Python tooling are tracked from the hub without expanding the global sidebar.
What Is Production-Credible Today
These are the pieces you can rely on when evaluating Persistly now.
Account sessions for anonymous and externally authenticated games
JavaScript, Unity, and Godot SDK paths for real integrations
Account-scoped slot sync with optimistic concurrency
Local-first autosave helpers that follow runtime sync policy
Operator dashboard with projects, environments, runtime keys, recent saves, and audit visibility
OpenAPI-backed runtime contract and stable structured errors
Current Gaps
These docs stay honest about what is not part of the current product yet.
Platform-owned player auth and link codes are deferred and not part of the public runtime flow.
Trusted account lookup by external auth provider is still a future server-side/operator capability, not a public runtime feature.
Self-serve restore UI and cloud/local slot comparison are future dashboard layers; smart restore-history retention is part of the release baseline.
Persistly is not for matchmaking, live PvP data, or server-authoritative combat logic.
Recommended Reading Order
Follow this path if you are integrating Persistly for the first time.
Start with configure once, saveData, loadData, and forceSyncData.
Open guideTemplate centerChoose one-save, multi-slot, or account + slots before copying code into a project.
Open guideCore conceptsLearn the shared mental model behind accounts, slots, versions, and sync.
Open guideTesting and environmentsValidate the full flow against stage before using production keys.
Open guideSDK Strategy
Public SDK repos all hang off the same runtime contract.
JavaScript covers browser games, JavaScript clients, and wrapper apps.
Unity and Godot cover engine-native integrations and Last Beacon samples.
Native mobile SDK tracks will follow the same contract when they reach parity.
Repo Model
Private product monorepo, public SDK repositories.
The Persistly product codebase owns the API, database schema, docs app, dashboard, and the contract bundle source of truth.
Public SDK repositories consume exported contract bundles rather than importing product code directly.
Each SDK consumes the same account, slot, version, sync, and error contract.