Multiplayer State Divergence Recorder OFFICIAL SALE

A multiplayer desync is not "somewhere in the match." It starts at one tick, on one object, when one member first differs. Multiplayer State Divergence Recorder captures peer state and turns two long recordings into that exact first point.

What it helps you do

  • Record deterministic state snapshots from every peer.
  • Compare a reference peer with one or more clients.
  • Find the first divergent tick, object, member, expected value, and observed value.
  • Apply explicit tolerance and comparison rules for floats and noisy values.
  • Index long recordings so investigation stays responsive.
  • Integrate any netcode through a provider API or a declared schema.
  • Export deterministic JSON, Markdown, and self-contained HTML evidence.
  • Run recorded comparisons in batch mode and CI.

Use it for lockstep, rollback, authoritative, replay, simulation, or custom networking code when logs tell you that peers disagreed but not where the disagreement began.

The package is netcode agnostic: it does not intercept network traffic or guess which values define your game state. You choose the state provider or schema. A recorded difference identifies the first observed divergence, not necessarily the original bug that caused it.

Read the complete documentation.