I'm building Talo (https://trytalo.com) - an open source backend for Godot and Unity games with leaderboards, analytics and authentication.
I've been working on making it easy to drop in socket-based multiplayer with "channels". Players can join channels and they can share messages, state updates or notifications over a socket connection. You can use it for chat rooms, lobbies/matchmaking or async multiplayer.
One recent addition is "channel storage": a shared space for players to read/write/update/delete data. This opens up saving and loading shared worlds between players in just a few lines of code.
Everything is open source, including the frontend dashboard, backend, Godot plugin and Unity package. GitHub here: https://github.com/TaloDev.
Talo makes it easy to add systems that traditionally need extra non-gameplay build time like authentication, player analytics and game stats.
Right now you can drop Talo into your game or use the API directly. Importantly, I’ve made Talo easy to self-host and you can point the Unity package/Godot plugin to your own Talo instance.
Is this a competitor to Heroiclabs (Nakama, Hiro, Satori)? Just trying to understand more where Talo fits. Seems like it's Hiro + Satori wrapped in one, but minus Nakama which would be the game server.
Yeah it’s in a similar space to Heroiclabs. Looking at Talo as Hiro + Satori makes sense.
A few big differences though: I don’t think those products are open source and Talo has a different philosophy when it comes to features.
I’m designing Talo to be a great base for features by providing all the necessary tools and infrastructure that developers can build from.
As an example, I see Hiro has a dedicated inventory system. In Talo, you can store and retrieve any data on players so you can keep all the logic around item configurations in your game code (where it belongs imo) and let Talo handle the saving/loading part in a generic way that makes sense for your game.
I'm aiming to solve the problem of wanting to build a game but having to build all these extra "other" systems around it (leaderboards, stats/analytics, saving and loading game state).
Right now you can drop Talo into your game for player management, authentication, leaderboards, analytics, game saves and player segmentation. There's a dashboard too so you can visualise all of your game's data.
Nowhere near as exciting as some of the other cool stuff in this thread but... I'm building https://trytalo.com - an open source self-hostable game backend. Talo makes it easy to drop in features like leaderboards, player stats, analytics and more into games. There's a Godot plugin, Unity package and Steamworks integration too.
I'm really early on in getting Talo out there so appreciate any feedback/criticism/roasting!
I've been working on making it easy to drop in socket-based multiplayer with "channels". Players can join channels and they can share messages, state updates or notifications over a socket connection. You can use it for chat rooms, lobbies/matchmaking or async multiplayer.
One recent addition is "channel storage": a shared space for players to read/write/update/delete data. This opens up saving and loading shared worlds between players in just a few lines of code.
Everything is open source, including the frontend dashboard, backend, Godot plugin and Unity package. GitHub here: https://github.com/TaloDev.