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Nerdino Platform · In active development

Build the game. Reuse the hard parts.

Multiplayer infrastructure built alongside real games. Identity, game state, live and async play, persistence, deployment and more, without forcing every game into the same architecture.

Games own the rules. Platform owns the plumbing.

The game ships its rules: what a move means, whether it's legal, whose turn is next. The platform runs everything else, on the server, the same way for every game.

Players

Accounts, guest play and sign-in that follow a player everywhere, and a nudge when it's their move.

Shipping

Deploy and update game servers without building your own pipeline, and connect any client with an SDK.

Shaped by real games

Built against our own games first, so every capability has a real reason to exist.

Flexible on purpose

Async tactics and live co-op stress different systems. Supporting both keeps it from becoming one game's backend.

Use what you need

Building blocks, not a blueprint. Keep control of your game.

What's in the box

Ten building blocks.

Identity

01 · Accounts, guests and sign-in

Player accounts, guest play and sign-in that follow a player across devices and games.

Authoritative game state

02 · The server owns the truth

The server holds the real game state and checks every action against the game's own rules, so clients can't cheat or drift apart.

Live play

03 · Everyone, at the same time

Realtime sessions for players in the same match at the same moment, from duels to co-op.

Asynchronous play

04 · Correspondence-style turns

Matches that wait for each player's turn, for minutes or days, and pick up exactly where they left off.

Persistence

05 · Matches and progress, stored

Durable storage for matches, progress and player data, recoverable after any disconnect.

Replay

06 · Every match, re-watchable

Matches recorded as a sequence of actions that can be played back, shared and used to debug.

Realtime communication

07 · Low-latency messaging

Fast messaging between players and servers for presence, chat and in-match events.

Notifications

08 · It's your turn

Tell players when it's their turn, when a friend joins, or when something in their game changes.

Deployment

09 · Ship servers, not pipelines

Build, ship and update game servers without every team rebuilding its own pipeline.

Client SDKs

10 · Connect any game client

Libraries that connect a game client to the platform, so the game code stays about the game.

For studios

Building a multiplayer game?

Bring the game. We'll work together on the infrastructure.

Become a design partner