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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 TypeCapacityDescriptionStatus
Open NeighborhoodUp to 8 players⬜ Not Startedtodo
Friends OnlyUp to 8 players⬜ Not Startedtodo
Private (Solo)1 player⬜ Not Startedtodo
Co-op Household2–4 players⬜ Not Startedtodo
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 (warn→ban)0%
Reputation integration0%