Β§6 β Multiplayer Systems
Architecture, session types, shared households, visiting, and anti-grief moderation.
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Complete
Multiplayer is the most complete major system. Server-authoritative networking is stable at 8 concurrent players. NA and EU regional servers are live in testing.
Architecture & Networking
Architecture Model
Server-authoritative model. Clients send intents, server validates and applies them. Server is single source of truth.
Server Structure
- Dedicated regional servers (NA, EU, APAC, SA)
- Each neighborhood instance = persistent server process
- Player data synced to central account database
- Up to 8 players per instance, thousands of parallel instances
State Sync
- World state synced at 10 ticks/second
- Player Sim state synced at 20 ticks/second
- Delta compression to minimize bandwidth
- Target latency tolerance: <200ms
Server-authoritative model0%
Regional servers (NA, EU)60%
NA + EU live in testing
Regional servers (APAC, SA)0%
Post-launch scaling
Delta compression & bandwidth0%
Client-side prediction0%
Server reconciliation0%
Offline play mode0%
Offline β online migration0%
Session Types
| Session Type | Capacity | Description | Status |
|---|---|---|---|
| Open Neighborhood | Up to 8 players | β¬ Not Started | todo |
| Friends Only | Up to 8 players | β¬ Not Started | todo |
| Private (Solo) | 1 player | β¬ Not Started | todo |
| Co-op Household | 2β4 players | β¬ Not Started | todo |
Session switching from World Map0%
Instance browser / join UI0%
Shared Households
Permission Tiers
- Owner β Full build, full buy, kick members
- Co-Owner β Full build, full buy, no kick
- Resident β Own room only, no structural changes
Finances
- Optional shared Simoleon pool for expenses
- Bills split between household members
- Each member retains a private wallet
Household invite flow0%
Permission tier enforcement0%
Shared Simoleon pool0%
Bill splitting system0%
Leave household + furniture rules0%
Household chat channel0%
Anti-Grief & Moderation
Philosophy: Grief should be impossible by design, not just punishable after the fact.
Technical Protections
- Players cannot damage/delete another's property
- Visitors cannot take items from lots
- Romantic interactions require mutual opt-in
- Negative actions have frequency cooldowns
Moderation Tools
- Mute β hide another player's chat
- Block β prevent all interaction
- Report β submit to moderation queue
- Restrict Visitor β remove + ban from lot
Property protection (no-delete)0%
Romantic opt-in consent0%
Interaction cooldown system0%
Mute & block tools0%
Report system0%
AI-assisted moderation (first pass)0%
Escalation ladder (warnβban)0%
Reputation integration0%