Week 22ARCHIVED · MAY 25–31

Slipstream

Realtime sync engine built for indie multiplayer games.

Yuki Engine@yuki_engine
  • Dev Tools
  • Open Source
On the web

About this project

Pitch

Online multiplayer for an indie game shouldn't require hiring a backend team. Slipstream is the sync layer that turns "I have a single-player game" into "I have a single-player game with rooms, lobbies, presence, and authoritative server state" in roughly a weekend.

You describe your shared game state as a regular TypeScript object. Slipstream snapshots it, diffs it, sends only what changed, and reconciles client predictions with server truth automatically. Rollback, interpolation, lag compensation — all handled by the runtime. You write game code, not netcode.

Pricing is per concurrent player, capped at the price of a single AWS instance. We run on edge regions in 18 cities, so the player whose game-feel matters the most — the one closest to the action — gets latency under 30ms. Slipstream is what we wish we'd had when we shipped our last three games the hard way.

Inside the product

Screenshots

The team

2 builders
  • Yuki Engine@yuki_engine

    Co-founder & CTO

    Wrote game engines for a decade. Built Slipstream so two-person studios can ship online multiplayer in a weekend.

  • Idris Growth@idris_growth

    Co-founder · GTM

    Ran growth at three indie game launchers. Talks to indie studios so Yuki doesn’t have to.

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