
BitCraft Online
A survival crafting MMORPG where players build towns and shape a shared, persistent world.
bitcraftonline.comSpacetime is the reactive backend platform that AI agents love. Database, server logic, auth, deployment, and real-time sync in one place.
curl -sSf https://install.spacetimedb.com | shspacetime dev --template chat-react-tsclaude "Build a multiplayer hide and seek game"Define tables in code and store your application data with ACID transactions.
Run application logic directly inside your database, with typed functions your clients can call.
Keep subscribed clients up to date automatically as your data changes.
Identify connected users and control access through your application logic.
One type system across your client, server, and database, generated from your schema.
Deploy your backend without managing servers, containers, or orchestration.
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Clients call functions that run your server logic and update the database.
Store your app’s shared data, from chat messages to player positions.
Clients subscribe to the data they need and receive updates automatically.
Ok, Spacetime is actually pretty cool! It gives you almost everything you need on the server side to build a multiplayer game. Think of it as Supabase but for building games.
You can write reducers to handle events on the server, and you can call them directly from the client or subscribe to their changes.
Spacetime — a database and server in one. Clients connect directly, run logic inside the DB. No Docker, no K8s, no ops bloat.
Used to power the entire backend of BitCraft, including real-time multiplayer.
I couldn't resist! Heard about Spacetime yesterday and had to vibe code a flight simulator. One hour in, it's completely multiplayer with a Rust + Spacetime backend.
Spacetime collapses your entire backend into the database itself. No servers, no microservices, just Rust modules running at memory speed. Powers an entire MMORPG with zero traditional infrastructure.
It's time! I'm using Spacetime to backend my game, Vaerfel idle. It's an original idle mmorpg. We're almost at a point to where I'm comfortable asking for fundraising money for professional hooman-made art assets, etc.. Let me know what you think!
love you spacetimedb ❤️
Spacetime is a cheat code.
I did develop and operate a successful web3 marketplace with the full stack.. kubernetes, postgres, elastic search, risingwave, redis etc... imho for game dev go with @spacetimedb. Currently building an @PlayArtifact clone in godot and spacetimedb and its fun and painless
For anyone who ever wanted to play with multiplayer try this platform out, its really amazing.
The design of Spacetime—or rather, its underlying mechanism—is so genius that I just can't stop grinning like an idiot, oh my.
Unironically you can achieve this with a single rocket API and spacetimedb behind a loadbalancer.
we've been looking at it since launch, one of our developers loves you guys so much
If you don't know yet, Spacetime is here and it's going to warp the game dev space into a new big bang.
Think of it as whatever levelsio had to vibe code for his plane game to be a smooth multiplayer game, you can do it in an hour now.
We started concepting the game in July, and shipped it to the App Store before Halloween. 95% of the 3 month development time was spent developing the front-end client.
The backend was completely plug-and-play. It's genuinely shocking how easy Spacetime made it to create a persistent open world.
Spacetime is the reactive backend platform that AI agents love. Database, server logic, auth, deployment, and real-time sync in one place.
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