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Joinable changelog

com.getjoinable/joinable

4 changes recorded. MCP Harbor re-reads this listing from the official registry every six hours and asks the live server what it exposes, and keeps what changed between one look and the next.

  • llms.txt +13 −3

    https://getjoinable.com/llms.txt

    − Joinable picks the netcode by the kind of game. Full rounds (`race`, `score` profiles) suit racers and any game with a score or a time. Pattern A syncs a game's existing state object for board, card, puzzle, clicker and builder games, often with one `data-sync` attribute. Pattern B gives each player an avatar in a shared world. Turn-based games use Pattern A with a turn check. Not supported yet: RTS (lockstep is planned), fighting games (rollback) and competitive shooters (needs a cloud host); t− The relay is https://relay.getjoinable.com. Pages on other sites need a project key (`data-key="pk_…"`), free at https://getjoinable.com/app; a game's own key works on local sites (localhost, `*.test`, `*.local`) as soon as it's made, free and never counted; a key the relay doesn't know is refused everywhere. Never load the SDK from a `*.workers.dev` address.− Pricing (beta prices): free to build, unlimited on localhost and dev sites; paid plans from $4.99/month to launch on a real domain, billed by player-hour, bought at https://getjoinable.com/app. Details: https://getjoinable.com/#pricing+ Joinable picks the netcode by the kind of game. Full rounds (`race`, `score` profiles) suit racers and any game with a score or a time. Pattern A syncs a game's existing state object for board, card, puzzle, clicker and builder games, often with one `data-sync` attribute. Pattern B gives each player an avatar in a shared world. Turn-based games use Pattern A with a turn check. RTS and strategy games use the `lockstep` profile: only players' orders travel, every device runs the same deterministic+ The relay is https://relay.getjoinable.com. No key is needed while a game runs on local sites (localhost, `127.0.0.1`, `*.local`, `*.test`, `*.localhost`): leave `data-key` out, free and never counted. A real site needs the project's key (`data-key="pk_…"`), free at https://getjoinable.com/app?ref=llms; a key the relay doesn't know is refused. Never load the SDK from a `*.workers.dev` address.+ Pricing (beta prices): free to build, with unlimited hours on localhost and dev sites and rooms of up to 4 players; paid plans from $9.99/month to launch on a real domain, billed by player-hour, bought at https://getjoinable.com/app?ref=llms. Details: https://getjoinable.com/pricing+ ## Guides+ All guides: https://getjoinable.com/guides/?ref=llms+ - [How to make a web game multiplayer](https://getjoinable.com/guides/make-a-web-game-multiplayer?ref=llms): the four ways compared, which netcode fits which genre, and the Joinable route step by step.+ - [Phaser](https://getjoinable.com/guides/phaser?ref=llms): full rounds in a Phaser 3 scene, tested on a real game.+ - [three.js](https://getjoinable.com/guides/threejs?ref=llms)+ - [PixiJS](https://getjoinable.com/guides/pixijs?ref=llms)+ - [Babylon.js](https://getjoinable.com/guides/babylonjs?ref=llms)+ - [PlayCanvas](https://getjoinable.com/guides/playcanvas?ref=llms)+ - [Plain canvas](https://getjoinable.com/guides/canvas?ref=llms): no engine, your own `requestAnimationFrame` loop.+ - [Tiny Front](https://relay.getjoinable.com/demo/rts/): the `lockstep` profile, a small RTS. `online.js` marks every Joinable line.

  • server.json 1 field changed
    version
    0.2.3 0.2.4

  • server.json 1 field changed
    version
    0.2.2 0.2.3

  • server.json 1 field changed
    version
    0.2.1 0.2.2