Feature guides
How each system works: the concepts, the behaviour, and the gotchas, a level above the recipes and the API reference.
Getting started
- Getting started
Keys, anonymous identity, and the one-import integration loop.
- Player accounts and login
Optional email/password login on top of anonymous-first, so a player keeps one identity across devices.
- Customizing account emails
Override the HTML of the emails Triggair sends your players (confirm signup, reset password, and more), per game, from the dashboard, API, or MCP.
- Reliability: retries, idempotency and offline
How the SDK survives dropped connections and retries: the durable outbox, idempotency keys, and the error contract.
- Built for coding agents
llms.txt, an MCP server, self-fixing errors, and a one-command self-test, so an agent can integrate the backend itself.
- Game engines and raw HTTP
Integrate from Unity, Godot, or any HTTP client. The SDK is JavaScript, but the API is plain REST with header auth and a full OpenAPI spec.
Players and saves
- Cloud saves
Per-slot saves with last-write-wins or conflict-safe writes, plus a durable offline queue.
- Key-value storage and collections
Structured per-player, shared, and team collections with OCC and atomic mutations.
- Achievements, dailies and progression
Achievements, daily rewards with streaks, quests, battle passes, and an XP/level curve.
- Inbox and rewards
The single audited path that grants currency, items, and stat rewards, exactly once.
- Economy
Server-authoritative currency, stores, inventory, loot boxes, and energy, with one hardened grant path.
Multiplayer and social
- Social and teams
Friends, share/invite links, and teams (clans) with roles, invites, and requests.
- Realtime rooms
WebSocket rooms with presence, broadcast, in-transit chat moderation, private rooms, typing indicators, self-healing reconnect, and history.
- Turn-based matches
Asynchronous multiplayer (chess, words, card games) over HTTP, with no realtime connection needed.
- Leaderboards and competition
Boards, periods, keyed boards, tournaments, and promotion/relegation leagues.
Content and LiveOps
- User-generated content
Author, publish, play, and remix player content, with moderation and remix lineage.
- LiveOps: config, flags, segments and codes
Change the live game with no client deploy: remote config, feature flags, player segments, live events, and promo codes.
- A/B experiments
Split players across variants, measure a metric, and read per-variant conversion: deterministic, sticky assignment built on the flags/segments engine.
- Web push notifications
Re-engage players with self-hosted Web Push (VAPID): subscribe from the game, send from the dashboard/MCP to everyone, a segment, or one player.
- Verifiable RNG
Deterministic, server-seeded randomness so loot and crit rolls can't be client-forged.
- Analytics and crash reporting
Durable event ingest that rolls up into DAU/MAU, retention, funnels, sessions, economy health, and grouped crashes.