triggair
Backend for browser games

Make games,
not backends.

Leaderboards, multiplayer, saves, economies, live-ops, moderation: the entire backend your game needs, in one import. Turn on everything, or just the one feature you want. Point your AI at the docs and it wires itself.

drop-in.ts
import { createClient } from '@triggair/sdk';

const tg = createClient({ key: 'tg_pk_your_key' });

await tg.login();                       // anonymous player
await tg.saves.put('slot1', { lvl: 4 });// cloud save
await tg.leaderboards.submit('hi', 9000);// leaderboard
await tg.realtime.join('lobby');        // multiplayer
tg.track('level_complete');             // analytics
Why Triggair

You wanted to make a game. Not run a backend.

Every browser game hits the same walls. Here's what each one usually costs you, and what Triggair does instead.

The problem

You set out to make a game and ended up building auth, a database, and a realtime server.

One import, one key. Identity, saves, leaderboards, an economy, realtime and more already run behind tg.*. Add a feature in one line, and host nothing.

The problem

Players cheat your leaderboard, lose their progress, and chat turns toxic overnight.

Server-authoritative by default. Scores are checked server-side, saves are conflict-safe and survive going offline, and moderation and age-gating are on out of the box. The stuff that gets games pulled is handled for you.

The problem

Every new feature (economy, live-ops, retention) is another service to deploy, scale, and babysit.

It's all one backend. Currencies, stores, loot, daily rewards, quests, battle passes, analytics. You set them up from a dashboard, and there's nothing to run.

The problem

You want to tune drop rates for the weekend, but that means shipping an app-store release.

Change it live. Remote config, feature flags with a kill switch, and scheduled events. Change the game in production without touching your build.

Live demos

Don't take our word for it. Play it.

Four real, finished browser games: an RPG, a daily puzzle, a UGC builder, and a real-time arena. Each one's built on Triggair, and each leans on a different part of the backend.

Explore the demos
Built for vibe coders

Your AI can build the whole thing

Point Cursor, Claude, or any coding agent at /llms.txt. It reads the recipes, calls the MCP tools to set up your game, and runs a one-command self-test to prove it works. Every error even tells it how to fix itself. Or drop the full SKILL.md into your agent's skills folder and let it wire up every feature.

Ship the game. The backend's already wired.