Reactor Multiplayer Engine

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.