Build Multiplayer Without Compromise
Reactor enables more action, more players and more complex simulations - without exploding bandwidth or server costs
How Reactor Scales
Reactor supports high-action multiplayer and large crowds by minimizing the cost of every network update, rather than constraining gameplay to fit network limits.
While typical networking stacks trade player count or simulation depth to stay within bandwidth constraints, Reactor achieves scale by making each update dramatically smaller.
What Reactor Enables
Dense, high-action multiplayer
Large shared spaces and crowds
Physics-driven interaction
Persistent and MMO-scale worlds
Extreme Efficiency at Scale
Reactor reduces the data required to synchronize players and objects. Movement updates are often around 2 bytes per object, and can be as small as a few bits depending on the game.
Lower bandwidth per entity enables:
Higher update rates
More players per server
Richer physics
Predictable infrastructure costs
Bandwidth usage varies based on game design and runtime behavior. Figures shown reflect typical production scenarios and are not guaranteed minimums.
Built for Physics and Crowds
Reactor is designed for games where physics is core gameplay and large numbers of entities interact in real time.
It performs reliably in fast-moving, highly dynamic environments with dense simulation.
Proven in Live Production
Reactor has powered live multiplayer games with real players and production traffic.
These deployments validated Reactor under real constraints:
Sustained concurrency
Dense interaction
Long-running uptime
Bandwidth- and cost-sensitive environments
For Teams of Any Size
Indie teams use Reactor to build ambitious multiplayer without redesigning gameplay for networking limits.
Studios and publishers license Reactor for efficiency, scalability, and lower operating costs at scale.
Build Without Compromise
Reactor isn’t about making multiplayer easier.
It’s about making better multiplayer possible.