Sign In Docs The Tech Games AI & Agents

Bring Your Game Into a

Single-Shard
World.

Port a single-player or multiplayer game to add shared presence and sync selected systems, or build something entirely new in one persistent environment.

Share what matters. Keep what works.

Crowded Kingdoms doesn't require every object, enemy, or system to move onto CK Spatial Fabric. Add a thin connected layer, or go all the way to fully shared gameplay. The depth is up to you.

Presence Community Systems Full World Ghost Racing Parallel Play

Add a Layer, or Build the World Around It

Start light and expand, or make Crowded Kingdoms foundational from day one.

Add a Shared Layer

Keep What You Have, Connect What Matters

Best for single-player games, lightweight multiplayer additions, and gradual adoption. Keep your existing architecture: connect only the features you choose to share.

OR
Move Into the Shared World

Build the World's Foundation on Crowded Kingdoms

Best for persistent online worlds, dense realtime interaction, and games currently capped by shards or instances. CK Spatial Fabric becomes part of state, authority, and replication from the start — true single-shard, not sharding dressed up to look seamless.

How Much of the Game Becomes Shared?

Each stop is a deeper integration option — start with a thin shared layer, or go all the way to a fully shared world.

Lower Effort

Presence

Position, orientation, animation, appearance, ghost data. Enables ghost races, time trials, and nearby-player visibility, usually without touching the core gameplay loop.

Lower–Moderate Effort

Community

Chat, emotes, parties, friend presence, hubs, leaderboards, community challenges. The game stays intact; it gains a persistent community around it.

Moderate–Substantial Effort

Systems

Shared events, trading, player-built structures, resources, discoveries, or select NPCs. The core design question: who owns the authoritative version of each shared object.

Highest Effort, Highest Reward

Full World

Realtime combat, large NPC populations, physics-sensitive interactions, persistent world modification, shared economies. This is the deepest path: replication, authority, and persistence become part of the game architecture, and the payoff is a genuinely living world players can't get anywhere else.

Estimate Your Effort

FeatureTypical effort
Raw player position and movement sync between clientsLower
Ghost replay of your own or a top player's runLower
Nameplates and identity for nearby players, no shared gameplayLower
Proximity voice/text chat and emotes in a shared hubLower–Moderate
Friends list, parties, and cross-session leaderboardsLower–Moderate
Syncing event data everyone sees: weather, day/night, event timersModerate
A rare world event (boss spawn, meteor strike) visible to every player onlineModerate
Player-built structures or claimed land other players can see and enterModerate–Substantial
Player-driven economy: auction house, crafting, shared resource scarcityModerate–Substantial
Realtime cooperative combat with shared hit registration and lootSubstantial
Converting client-authoritative combat or physics into a secure shared modelSubstantial
One authoritative simulation — economy, NPC AI, world state — for every player, no instancingHighest

Not Just Multiplayer

Single-Player Games Belong Here Too

Augment your solo experience with time trials, phantom sightings of another player's run, simultaneous speed-run competitions where everyone can see each other's runs, and anything else you can imagine.

Shared social hubs and event spaces can all be added with minimal effort too. It's a small lift that makes players feel like they're part of something alive, not just replaying the same campaign alone.

Ghost Racing Global Challenges Player Echoes Persistent Discoveries Parallel Play Shared Hubs

Three Ways to Connect

Browser-first with CrowdyJS, native Unreal, or portable C++ for any other engine. Every path talks to the same shared world.

TypeScript · Browser-first

CrowdyJS

A typed client wrapping the Management and Game APIs with shared auth, a good fit for browser games, shared hubs, social layers, and persistent multiplayer experiences.

CrowdyJS SDK
C++ · Unreal Engine

Native Unreal SDK

Spans Management, Game, and Replication. Bring an existing Unreal project into CK Spatial Fabric, or build new at native performance.

Unreal SDK
C++ · Any engine

CrowdyCPP

A portable, high-performance C++ SDK that brings any non-Unreal engine or custom client onto CK Spatial Fabric — typed access to the Management, Game, and Replication APIs, with native replication for lower-latency state sync.

CrowdyCPP SDK

Game Kit

Ship Gameplay, Not Boilerplate

Game Kit packages the systems most games need — inventory, economy, quests, combat, and more — as typed, ready-made building blocks in both CrowdyJS and CrowdyCPP. Deploy the rules once, play from either SDK. It cut thousands of lines of boilerplate from our own game.

Inventory Economy Progression Quests Combat Loot NPCs Matches & Lobbies Parties, Guilds & Chat Leaderboards Land Plots World Simulation

Test It Yourself Today.

Shared presence is one of the cheapest features to ship, and one of the best at keeping players coming back and giving them something worth telling a friend about. The first integration doesn't have to be the final architecture: start with presence, a ghost system, or a shared hub, then expand. The dev vlog covers real builds and tests as we ship them.

Watch the Dev Vlog

Documentation

See How It Works

Full API reference and integration guides, including the porting paths and SDK docs covered on this page.

Read the Docs

New Build

Ready to Build?

Create an app and start building in the dev tier: connect via CrowdyJS, CrowdyCPP, or the Unreal SDK whenever you're ready.

Get API Access