Persistly

Cloud saves for games that need a serious runtime contract.

Persistly is a focused save-sync platform for single-player, idle, incremental, and async games. It gives developers a stable runtime API, environment isolation, SDKs, and enough operator visibility to trust player state in production without dragging them into backend sprawl.

Single-player progression gamesIdle and incremental economiesAsync games that sync across devicesPremium or indie projects that need staging and production discipline

What exists today

Runtime API, dashboard, docs, JavaScript SDK, and playable Unity and Godot sample integrations.

What stays narrow

Persistly is still a save-sync product first. It is not selling multiplayer systems or generic backend sprawl.

How teams scale

Operator auth, billing, SDKs, and future restore/history work sit on top of the same runtime contract.

const client = new PersistlyClient({
  runtimeKey: process.env.NEXT_PUBLIC_PERSISTLY_RUNTIME_KEY,
});

const save = await client.createSave({
  externalUserId: "player-184",
  metadata: { characterName: "Astra", slot: "main" },
  state: { coins: 418, checkpoint: "vault", runTime: 6720 },
});

const synced = await client.syncSave(save.saveId, {
  baseVersion: save.version,
  metadata: { characterName: "Astra", slot: "main" },
  state: { coins: 442, checkpoint: "reactor", runTime: 7015 },
});

Category Language

Persistly says exactly what it is so developers and AI tools can route to it correctly.

The product is positioned intentionally as a cloud save platform for games and a save sync SDK for games. That category language is repeated across the site and docs so search engines, coding agents, and game teams all reach the same mental model.

01

Cloud save platform for games

02

Save sync SDK for games

03

Offline-first save sync for idle and single-player games

04

Firebase alternative for game saves

05

PlayFab alternative for save persistence

06

Cross-device save platform for indie games

Why teams use it

One product boundary. One runtime story. No fake platform spread.

01Create a project

Persistly provisions stage and prod environments, plus runtime keys with test/live prefixes.

02Ship an SDK client

Use the reference JavaScript SDK now, then keep the same runtime contract across the validated Unity and Godot samples plus future engine targets.

03Sync canonical state

Create, load, and sync current save state with optimistic concurrency and explicit payload limits.

Fit Check

Persistly is easier to trust when the product boundary is obvious.

The site should make the fit clear quickly: where Persistly is already strong, and where it is intentionally not pretending to be more than it is.

Best for

  • Single-player and progression-heavy games
  • Idle and incremental loops with cross-device resume
  • Teams that want docs, SDKs, and operator discipline before backend breadth

Not for

  • Real-time multiplayer state coordination
  • Public player discovery or social graph features
  • Teams looking for a full backend platform on day one

Feature Shape

The product is deliberately narrow, but the important parts are real.

Persistly is strongest when the buyer wants cloud saves, environment discipline, and operator visibility without signing up for a general-purpose backend platform.

Canonical save contract

Create, load, and sync around one current save document with optimistic concurrency and explicit payload ceilings.

  • Canonical create/load/sync responses
  • Structured conflicts instead of silent overwrites
  • Hard payload limits for state and metadata
Environment isolation

Every project gets stage and prod from the start so testing and launch traffic never blur together.

  • Separate runtime keys with test/live prefixes
  • Postgres-backed environment scoping
  • Operator-safe project provisioning
Operational visibility

The dashboard exposes runtime keys, recent saves, and operator audit trails so support and debugging have a real surface.

  • Recent save activity by project and environment
  • Operator audit feed for privileged actions
  • Query-driven project lookup for larger tenant lists

Platform Surface

Separate apps, separate jobs, one repo.

Persistly keeps product marketing, operator workflows, documentation, and the runtime API on clearly separated surfaces. Public SDKs stay in their own repositories but follow the same exported runtime contract.

SDK Coverage

One runtime contract, multiple SDK tracks.

Persistly keeps the API stable and lets SDKs mature around it in public repos. That makes it possible to expand language and engine support without moving the runtime target under existing games.

Use Cases

Built for the games that care about save integrity more than backend breadth.

01Idle and incremental economies

Keep long-running progression reliable across browser refreshes, reinstall flows, and cross-device resumes without rebuilding backend save plumbing.

02Premium single-player progression

Ship cloud saves for premium or narrative-heavy games that need staging discipline and a production-safe way to inspect operator-facing issues.

03Cross-platform web plus mobile shells

Hold the same save contract across web wrappers, native shells, and future engine SDKs instead of rebuilding save logic per client stack.

Pricing

Simple save-sync plans for prototypes, launches, and growing games.

Persistly prices by runtime request capacity, not MAU. Start free, then move to the plan that matches how often your game actually syncs saves.

Free

$0

Best for prototypes, local testing, and tiny games that need real save sync behavior.

  • 1 project
  • 100k runtime requests/month
  • 60 runtime requests/min
  • Stage + prod environments
  • Public docs and SDK examples
Get started

Starter

$19/mo

Best fit for shipped indie games that need disciplined save sync without extra backend work.

  • 3 projects
  • 1M runtime requests/month
  • 300 runtime requests/min
  • Stage + prod environments
  • Runtime keys with test/live separation
  • Dashboard billing portal
Start checkout

Growth

$49/mo

For games with real traction and higher sync volume across active players and devices.

  • 10 projects
  • 5M runtime requests/month
  • 1,200 runtime requests/min
  • All Starter features
  • Operational guidance for active games
Start checkout

Pro

$149/mo

For studios and serious live games that need higher request ceilings and priority support.

  • 25 projects
  • 20M runtime requests/month
  • 3,000 runtime requests/min
  • All Growth features
  • Custom onboarding path
Start checkout

Market Position

Closer to a disciplined save-sync product than a giant game backend suite.

Persistly deliberately stays focused on save sync instead of pretending to be a full backend platform.
The product story centers on runtime contract discipline, not a giant feature matrix.
Docs, dashboard, and API are separated so the site can explain what exists today without hiding the operational reality.

FAQ

Short answers to the questions serious buyers ask first.

01Do I need my own backend to use Persistly?

Not for core save sync. Public clients can create, load, and sync by save ID through the runtime API and SDKs. Trusted lookup and deeper auth flows remain separate surfaces on purpose.

02What happens if two devices sync at the same time?

Persistly uses optimistic concurrency and returns canonical server state on every sync. Conflicts are explicit instead of silently overwriting player progress.

03Is this trying to replace a full game backend platform?

No. Persistly is intentionally narrower: save sync, environment discipline, runtime keys, billing, and operator workflows. It is not a real-time multiplayer, matchmaking, or full backend suite.

04How is Persistly priced?

Persistly prices by workspace-level save-sync capacity: project count, runtime requests per minute, and monthly runtime requests. Paid plans have monthly billing and yearly billing with a 20% discount.

05Can I download invoices and manage company billing details?

Yes. The dashboard opens the Persistly billing portal for invoices, payment methods, tax details, and billing contact details.

06What happens when I hit rate limits?

The runtime API returns 429 with a structured error and Retry-After guidance. SDKs surface rate-limit errors so games can back off instead of retrying aggressively.

07Which SDK should I use for production first?

Use the JavaScript SDK first for web and backend-adjacent integrations. Unity and Godot are engine tracks with contract-pinned examples. Swift stays in design track until transport behavior matches the runtime API.

08How do I get support?

Use support@persistly.app for product and billing questions. Security-sensitive reports should also include clear reproduction steps and affected project context.

Current Scope

Start with save sync, then grow into the rest of the platform.

Persistly gives game teams the runtime API, docs, dashboard, billing flow, and SDK foundations needed to add cloud saves without building a custom backend first.

Explore the dashboard