Blog
-
June 10, 2026
Why Multiplayer Physics Breaks at Scale
Syncing ten players is easy. Syncing thousands of physics objects is a different problem, and underneath it is a bandwidth problem. Here is where the cost comes from and what brings it down.
-
June 2, 2026
How Much Does It Cost to Build and Run an Online Multiplayer Game? Part 2: Build vs Buy
Taking the roll-your-own cost from part one and comparing it to managed multiplayer services, Photon, Coherence, and Reactor: where buying wins, where building does, and why labor usually decides it.
-
June 1, 2026
How Much Does It Cost to Build and Run an Online Multiplayer Game? Part 1: Rolling Your Own
A practical, vendor-neutral method to estimate the real monthly cost of building and running your own multiplayer backend: bandwidth, compute, backend services, and the labor to build and maintain it.
-
May 24, 2026
Reactor vs Photon Fusion 2 vs Coherence: A Unity Multiplayer Comparison
A technical comparison of Reactor, Photon Fusion 2, and Coherence for Unity multiplayer development: server authority, bandwidth efficiency, hosting costs, and complexity at scale.
-
May 16, 2026
Why Is My Multiplayer Bandwidth Cost So High?
Your engine is already compressing your transforms. The 12-20 bytes you are paying per networked entity is the floor, not a misconfiguration. Here is where the cost comes from and how to go lower.
-
May 13, 2026
Why We Built Reactor: What Unity Multiplayer Was Missing
Ten years of building a Unity multiplayer engine for physics simulation, large crowds, and games other tools can't handle. How Reactor compares to Photon, NGO, and Mirror.
-
May 7, 2026
Case Study: Synty Studios Builds Every Asset Pack with Scene Fusion
Nearly a decade of remote level collaboration at one of the Unity Asset Store's most prolific studios. We asked Synty how they work, what changed, and what they'd tell other studios.
-
November 1, 2025
Unity Multiplayer Engines Compared: Reactor, Photon Fusion, NGO, Mirror, and Coherence
A practical comparison of Unity multiplayer networking solutions in 2026. Which engine fits your game type, team size, and hosting situation, and where each one falls short.
-
September 19, 2024
Synty Studios on Scene Fusion: Days of Work Compressed to Hours
Synty Studios published a walkthrough of how they use Scene Fusion for remote collaboration across every stage of asset pack production.
-
December 29, 2023
Reactor 1.0
After six years powering our own games and partner projects, Reactor is available for general release.
-
June 15, 2023
Case Study: Braains2, 10x the Data, 8x Less Bandwidth
How braains.io developer Jayun Noe used Reactor and Scene Fusion to double the player count, double the update rate, and cut bandwidth costs to 1/10th of the original game.
-
September 8, 2019
The Economics of Web-based Multiplayer Games
We built kazap.io alongside Reactor to understand the economics of .io games. Here's what we learned about bandwidth costs, ad revenue, and why only the most viral games win.