What exists today
Runtime API, dashboard, docs, JavaScript SDK, and playable Unity and Godot sample integrations.
Persistly
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.
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
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.
Cloud save platform for games
Save sync SDK for games
Offline-first save sync for idle and single-player games
Firebase alternative for game saves
PlayFab alternative for save persistence
Cross-device save platform for indie games
Why teams use it
Persistly provisions stage and prod environments, plus runtime keys with test/live prefixes.
Use the reference JavaScript SDK now, then keep the same runtime contract across the validated Unity and Godot samples plus future engine targets.
Create, load, and sync current save state with optimistic concurrency and explicit payload limits.
Fit Check
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
Not for
Feature Shape
Persistly is strongest when the buyer wants cloud saves, environment discipline, and operator visibility without signing up for a general-purpose backend platform.
Create, load, and sync around one current save document with optimistic concurrency and explicit payload ceilings.
Every project gets stage and prod from the start so testing and launch traffic never blur together.
The dashboard exposes runtime keys, recent saves, and operator audit trails so support and debugging have a real surface.
Platform Surface
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
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
Keep long-running progression reliable across browser refreshes, reinstall flows, and cross-device resumes without rebuilding backend save plumbing.
Ship cloud saves for premium or narrative-heavy games that need staging discipline and a production-safe way to inspect operator-facing issues.
Hold the same save contract across web wrappers, native shells, and future engine SDKs instead of rebuilding save logic per client stack.
Pricing
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
Best for prototypes, local testing, and tiny games that need real save sync behavior.
Starter
Best fit for shipped indie games that need disciplined save sync without extra backend work.
Growth
For games with real traction and higher sync volume across active players and devices.
Pro
For studios and serious live games that need higher request ceilings and priority support.
Market Position
FAQ
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.
Persistly uses optimistic concurrency and returns canonical server state on every sync. Conflicts are explicit instead of silently overwriting player progress.
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.
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.
Yes. The dashboard opens the Persistly billing portal for invoices, payment methods, tax details, and billing contact details.
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.
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.
Use support@persistly.app for product and billing questions. Security-sensitive reports should also include clear reproduction steps and affected project context.
Current Scope
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.