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Persistly
Local-first cloud saves for Unity, Godot and browser games — priced on sync requests, not MAU
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https://persistly.app
About Persistly
Persistly is cloud save infrastructure for indie games, letting a Unity, Godot or browser title persist player progress across devices without anyone building and operating a backend. The model is local-first: the game writes locally and Persistly performs versioned cloud writes behind it, so a player is never blocked by network latency, and when two devices diverge the SDK surfaces a structured conflict rather than silently overwriting a save. Named save slots, shared account-wide data for settings, unlock flags, bundles or shared inventory, and smart restore history all sit on top of that. An Auth Bridge lets you keep Firebase Auth, Supabase Auth or Auth0 for sign-in while Persistly issues the session used for save sync, so adopting it does not mean migrating identity. Every project ships separate stage and production runtime keys (ps_test_ and ps_live_) from the start, which keeps integration work away from live player data — a discipline most small studios only add after an incident. The SDK contract is deliberately bounded: structured conflicts, validation errors, rate limits and payload boundaries are all things your code can handle deliberately rather than discovering at runtime. The dashboard reports requests, storage, save activity, account counts, warnings and billing capacity. Pricing is the standout choice for the segment — it scales on save-sync request volume, not monthly active users, so a long tail of dormant players costs nothing.
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