Own your stack. A PlayFab/LootLocker alternative you control; single binary, 116 endpoints, three-tier auth.
PlayFab and LootLocker expose API keys in your game files. Their client SDKs let modders make arbitrary calls with your title key. You end up writing server-side validation anyway - so why not own the whole stack?
Three-tier auth keeps your game secure. Game clients use PublicAuth to browse and SessionAuth after login. Admin keys (APIKeyAuth) stay on your server, never shipped in builds. Rate limited per IP. Bcrypt everything.
Everything you need for a multiplayer game backend, nothing you don't.
Players, stats, leaderboards, economy, inventory, achievements, progression, loot tables, messaging, analytics, and more.
PublicAuth for browsing store and leaderboards. SessionAuth for logged-in game clients. APIKeyAuth for server and admin tools.
Embedded HTML admin UI with 14 tabs, grouped sidebar, 12 stat cards, and 16 admin API endpoints. No separate deploy needed.
UPM package with callback and async/await support. Dual mode: Init() for servers, InitClient() for game clients.
Go compiles to one executable. Pair it with PostgreSQL and you have a complete backend. Auto-migrates 20 tables on first run.
Per-IP rate limiting (60/s general, 5/s auth). Bcrypt password hashing. FOR UPDATE row locks on currency. Atomic transactions.
# Build go build -o trontcloud.exe . # Generate an API key for your game ./trontcloud.exe --generate-key mygame # prints key once; save it # Run (auto-migrates DB, opens admin) ./trontcloud.exe # Or without auto-opening browser ./trontcloud.exe --no-browser
// UPM: https://github.com/TrentSterling/trontcloud.git?path=sdk/unity TrontCloud.Init(url, apiKey); TrontCloud.InitClient(url, titleId); TrontCloud.GuestLogin(deviceId, ok, err);
116 endpoints organized into four areas. Go + PostgreSQL. 20 auto-migrated tables.
Register, login, sessions, player data (JSON blob), stats, leaderboards with best-score tracking
Currencies with caps, atomic grant/spend, catalog items, stackable inventory, store with atomic purchases
Achievements with stat-based auto-unlock, XP/level progressions, weighted drop tables with optional auto-grant
Title data key-value store, player inbox/messages, analytics events (single + batch up to 1000), summary aggregation