- Canonical server payload returned on create, load, and sync
- Optimistic concurrency instead of silent last-write wins
- Structured error categories for real SDK handling
- Hard state and metadata payload limits from day one
Features
Persistly ships the boring parts that cloud saves actually need.
The product is intentionally narrow. Persistly focuses on save-state integrity, environment discipline, runtime keys, and operator visibility instead of pretending to be a giant backend suite.
Runtime Contract
A save model that stays small enough to reason about.
Persistly exposes a narrow runtime API: create, load, and sync around a single canonical save document. The contract is strict on purpose so SDKs stay portable and game teams do not inherit backend ambiguity.
Operator Surface
Enough dashboard visibility to support live games responsibly.
The dashboard is intentionally operational, not decorative. It already covers project creation, environment keys, recent saves, audit visibility, and basic filtering so operators can inspect what matters before advanced support tooling lands.
- Stage and prod environments provisioned automatically
- Recent save activity per environment
- Audit entries for privileged actions like key rotation
- Query filtering for larger project sets
SDK Direction
Reference JavaScript now, engine SDKs expanding around the same API.
Persistly keeps the runtime API permanent and lets SDKs wrap that contract. JavaScript is the reference implementation today, Unity is the primary next engine SDK, Godot is a runtime SDK track, and Swift remains a starter track.
- Public SDK repos stay separate from the main product codebase
- Contract bundle export keeps SDKs pinned to the same schema
- Docs already split by SDK and runtime concepts
- Future auth and restore features can land without breaking the core API
Surfaces
Each surface exists for a reason.
The website explains the product, the docs teach the contract, the dashboard supports operators, and the API stays the permanent runtime layer for every SDK.
Packaging
Feature boundaries are already reflected in the plan structure.
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
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
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
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
Build path