TL;DR
- Choose Playroom if you’re shipping a casual web game this week, you don’t want to operate any backend, and you accept managed-only deployment.
- Choose Pylon if you want self-hosting, full server authority, persistent domain data, or a dedicated server runtime.
Big picture
Architecture
Playroom uses a host-authoritative room-state model: when players join a room, one participant is elected host and is responsible for authoritative state changes. Other participants send changes through that model. For unreliable state updates, Playroom can use WebRTC; reliable updates go through its WebSocket server. This is brilliant for “trivia game with 4 friends” — no custom server code, simple integration. It struggles when:- The host has a slow phone and tanks the room
- The host disconnects mid-game and state has to be re-synced from peers
- You need server-side validation (anti-cheat, scoring authority)
- Concurrent players exceed what the elected host and room model can comfortably simulate
Shard<S: SimState> crate), with a useShard React hook to connect from the client. There’s no TypeScript API for the server simulation today. Your app data, auth, and functions stay in TypeScript — but the shard authority itself means writing Rust.
Where Playroom is better
- Time-to-first-multiplayer — minutes, not hours. The SDK includes a discovery UI, joins via room codes, and “just works” with a few lines of code.
- Web/mobile cross-play — handles different platforms invisibly.
- Fast prototypes — the hosted model is excellent for hobby projects and throwaway experiments.
- No backend to deploy — at all. Add the SDK, ship.
- Phone-as-controller — Playroom has a slick “stream from your laptop, control from your phone” pattern.
Where Pylon is better
- You own your backend — no vendor outage takes down your game.
- Server authority — players can’t hack the host. Critical for competitive games or anything with persistent rewards.
- Persistent player data — every player has a real account with stable identity, not a per-room guest. Inventory, progress, friends, leaderboards, cosmetics — all first-class.
- Higher authority ceiling — server tick loops scale beyond what one elected client can safely simulate.
- Backend logic — server-side validation, anti-cheat, complex matchmaking, fraud detection.
- Self-host — no per-player pricing as you grow.
- Open source — fork it, ship it, never depend on a vendor.
Use case fit
Pricing
Check Playroom’s current pricing and limits before launch. It is designed to make prototypes and lightweight multiplayer cheap to start. Pylon self-hosting is just infrastructure cost. Pylon Cloud uses plan quotas plus machine compute. That is more operational responsibility than Playroom, but it gives you a dedicated server runtime, durable data, and a path to move off the hosted platform.Migrating from Playroom
If you started with Playroom and outgrew it:- Move authority to the server — port your “host” logic into a
SimState::tickimpl on the Pylon side (this is Rust — Pylon’s shard authority isn’t a TypeScript API today, so budget for that rewrite) - Convert room state from key-value to entities — Playroom’s
getState/setStatepattern maps to Pylon’s entity CRUD - Add real auth — replace guest sessions with magic-code sign-in (or keep guest sessions for “just play” via
/api/auth/guest) - Persist player data — move from Playroom’s volatile state to Pylon entities