The fastest way to build online games without breaking a sweat.

HTTPS support for Sitebox domains

Posted: 11 Nov 2017

We've just released an improvement to Sitebox that allows you to access your sites over HTTPS.

You can use this to host an entire website securely, or to host web assets securely for your game, or to host any other content that has to be served over HTTPS.

If you have a domain in Sitebox, you will now also see the HTTPS url you can use to access that site, in the sitebox overview page.

You can find more information about this feature, as well as everything else you need to know about Sitebox in the documentation.

Android and iOS SDK updates

Posted: 19 Jun 2017

We've just released a few updates to the PlayerIO SDK that should be welcome news for every developer making iOS or Android builds, either through the native client libraries, or through Unity.

  • The Unity client library for the iOS target now supports bitcode. This should make it a lot easier to create optimized iOS builds.
  • The Unity client library for the Android target now supports the new IL2CPP scripting backend, which should be faster than the old Mono scripting backend, making your games run better.
  • The Android client library has been updated with support for the PlayerIO Publishing Network.
  • We've cleaned up the Unity client library, and it is now just a single .dll file, which makes it easier to import it into your Unity projects. You can also still use the included .unitypackage to import it.

Multiplayer support for Unity3D WebGL builds

Posted: 15 Jun 2017

We are proud to announce that the PlayerIO Unity SDK now has full support for WebGL builds, including running multiplayer over WebSockets!

This means that if you already have a multiplayer PlayerIO game built in Unity, you can now target WebGL as well, and it will just work without you having to do anything special for that build target. Our client library will seamlessly establish a WebSocket connection and marshal Multiplayer Messages between the multiplayer server and your game code, so you can use the same game code regardless of platform.

If you already have a mobile PlayerIO game built in Unity and are looking to get it published on the web as well, the PlayerIO Publishing Network makes that really easy!

We have also updated the "Mushrooms" Unity example game in the SDK so that it works with recent versions of the Unity IDE, which should make it much easier for new developers to get started with Unity and PlayerIO.

PlayerIO Publishing Network

Posted: 13 Jun 2017

When Yahoo Games shut down last year, we took over the PlayerIO Platform, but Yahoo decided to shut down its games site,, which unfortunately had a big impact for many developers on this platform.

We’re now launching the PlayerIO Publishing Network, which aims to fill this hole. It is going to be a network of game sites and destination portals, where you can publish your game once and it appears on all participating sites and portals.

Today, we're launching the first site in the network, Playsian, and we are working hard on getting deals with more partners and destination sites to increase the reach of the network.

You can publish any web game on the network by simply integrating with the Publishing Network Canvas. If your game is a PlayerIO game, the integration is almost effortless! Just create a new connection for your Authentication, use the new client library methods to do PayVault payments, and host the Canvas page with SiteBox, and you’re done.

We have huge plans for the PlayerIO Publishing Network, and we're excited to be sharing this opportunity with all of you!

PlayerIO JavaScript SDK updates

Posted: 4 May 2017

We've just released a few updates to the PlayerIO JavaScript SDK.

We now fully support HTTPS, both for regular API requests, and for Websocket multiplayer connections. You control this by using the properties useSecureApiRequests and useSecureConnections, respectively.

We have also added the classic FridgeMagnets as a JavaScript example game, and since it's 2017 we've made sure it works on mobile devices, and we've added some Emojis that can be dragged around as well.

You can download the example as part of the PlayerIO SDK right now, and you can also try a live version of the example game here:

Thank you for all the feedback we've received so far, we're always looking forward to hearing from you, let us know what you think in the JavaScript Forum.

PlayerIO JavaScript SDK in Beta

Posted: 21 Apr 2017

Many of you developers have asked for a JavaScript SDK for PlayerIO, and it is finally here in beta form.

You can download it as part of the PlayerIO SDK.

In the SDK package you will find a developer version of the JavaScript Client Library, which contains full method comments to enable rich IDE features such as autocomplete, and a minified version that’s suited for distributing with your game.

The SDK package also contains a sample multiplayer project, that shows how you can quickly and easily develop a synchronous multiplayer game in JavaScript with PlayerIO.

The documentation section has also been updated with a complete reference for the JavaScript Client Library. In there you will find class and method descriptions, as well as example code for all the various features of the PlayerIO platform.

We are very much looking forward to seeing all the fantastic JavaScript games built with the library, and to receive feedback on the new library in the JavaScript Forum.

New Feature: API Sampler

Posted: 25 Jan 2017

Ever wanted to see which API requests were failing the most? Wanted to debug why a specific user's game didn’t load? See exactly which requests your multiplayer code is making? Or just found yourself wanting a real-time traffic inspector that lets you see exactly what your game is doing?

Well, you’re in luck. Because today we’re releasing the API Sampler.

With it you can inspect live traffic from your game, and set various filters to limit the traffic sampling to specific sources, users, or types of API requests. This allows you to get a runtime snapshot of your game traffic, without having to use extensive logging or running live traffic through your development server.

For instance, a great use is to just set it to sample requests that return an error to the client:

You can access this new feature through the PlayerInsight section of your game, so go check it out, see what your game is really up to, and let us know what you think!

PayVault now supports the offerwall

Posted: 25 Nov 2016

Some developers reached out to us and requested that we add support for the offerwall, so we have now integrated this service into PayVault.

Check out the PayVault provider documentation, it's very simple to integrate into your web or mobile game, and offerwalls are a great complementary source of revenue in most markets. PlayerInsight integration is of course included, as long as you add your chosen virtual currency exchange rate to the Revenue Normalization setup in PayVault.

And remember, if you have a favourite monetization solution that you're missing and would like us to add support for, just let us know.

PayVault now supports iOS, Google Play, and Steam

Posted: 9 Nov 2016

PayVault has just been given a much-needed refresh. We've added support for the most requested providers, iOS, Google Play and Steam, and we've removed the providers that have ceased to be relevant for monetizing a Flash or Mobile game today.

For mobile developers, the official support for iOS and Google Play has been a long requested feature. With it, you can easily add in-app purchases to your games and manage virtual goods through PayVault.

We've also released support for Steam in-app purchases. This functionality also ties neatly into the Steam Authentication feature, which allows you to securely authenticate Steam users in your game.

So check out the updated list of PayVault Providers, try them out, and let us know if you have a favourite monetization solution that you're missing and would like us to add support for.

Support for Unity3D WebGL builds

Posted: 6 Sep 2016

As many of you have requested, the PlayerIO Unity3D SDK now supports the WebGL build target.

Due to limitations in Unity3D, Multiplayer is not yet supported, but all the other features such as BigDB, PayVault and Authentication should be fully functional.

We hope to offer Multiplayer support for WebGL builds in the future if the networking capabilities become more robust, but we're still very excited to offer this and we can't wait to see the games you make.

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