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-host, full server authority, persistent player data, or more than ~20 concurrent players per room.
Big picture
| Pylon | Playroom | |
|---|---|---|
| License | MIT / Apache 2.0 | Proprietary |
| Self-host | ✅ | ❌ managed only |
| Server authority | ✅ tick-based | ⚠️ host-relay model (one client is “host”) |
| Persistent player data | ✅ entities + auth | ⚠️ key-value only, in-memory by default |
| Built-in auth | ✅ | ⚠️ guest-by-default |
| File storage | ✅ | ❌ |
| Search | ✅ | ❌ |
| Game shards / rooms | ✅ | ✅ |
| Setup complexity | Medium | Very low |
| Max concurrent players per room | High (server-bound) | Modest (host-bound) |
Architecture
Playroom uses a host-relay model: when players join a room, one client is elected “host” and runs the authoritative state. Other clients send inputs to the host; the host broadcasts state via Playroom’s relay servers. If the host disconnects, another client is promoted. This is brilliant for “trivia game with 4 friends” — zero server cost, near-zero latency, very 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 one client can simulate (~20 in practice)
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.
- Free tier — generous for hobbyists.
- Voice chat integration — built in.
- 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 player count per room — server tick loop scales beyond what one phone can 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
| Game type | Recommended |
|---|---|
| 2–8 player party game | Playroom |
| Trivia / quiz / drawing | Playroom |
| Phone-as-controller experience | Playroom |
| Casual co-op web game | Either |
| Competitive multiplayer (rankings matter) | Pylon (or Colyseus, Nakama) |
| Persistent-world game | Pylon |
| 50+ concurrent players per room | Pylon |
| Game with progression, inventory, profile | Pylon |
| Internal corp game (no signup, just join) | Playroom |
| Mobile game with cross-play | Playroom for prototyping; Pylon for production at scale |
Pricing
Playroom’s pricing is per-CCU (concurrent users) on their managed cloud, with a generous free tier. At scale, costs grow linearly. Pylon Cloud bills per-request and per-WS-connection-minute, with a free tier. Self-hosted, you pay your VPS — fixed cost regardless of player count up to the box’s capacity. For ~10 concurrent players, Playroom is essentially free. For ~10,000 concurrent players, Pylon self-hosted on a single VPS is cheaper than Playroom’s managed offering.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 - 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