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clockworklabs/SpacetimeDB

★ 24,719 · Rust · NOASSERTION · updated Jun 2026

Development at the speed of light

SpacetimeDB is a database that runs your application logic inside itself — you write tables and reducers in Rust, C#, TypeScript, or C++, compile them to WASM, upload them, and clients connect directly with live state sync. It eliminates the traditional app server tier entirely. The primary target is multiplayer games and real-time collaborative apps, evidenced by it powering an actual MMORPG (BitCraft Online).

The architecture is genuinely interesting: all state in memory with a commit log for durability, which is how game servers actually need to work but most databases fight against. The client SDK pattern — subscribe to a table, get a reactive variable that just updates — is the right abstraction for real-time apps and avoids the polling/refetch cycle. Language support is broader than expected (Rust, C#, TypeScript, C++) and the C# path means Unity developers have a real path in. The benchmark suite and callgrind integration show they're taking performance seriously rather than just claiming it.

BSL 1.1 license is a real adoption risk for commercial projects — the 'no competing with AWS' carve-out means any product that offers SpacetimeDB as a managed service is blocked, and the 4-year conversion window means you're betting the project stays healthy. The 'no DevOps' pitch is only true if you use their Maincloud; self-hosting still requires understanding the commit log, scaling limits, and what happens when the single-node in-memory store hits RAM limits. There's no documented story for how you handle a module that needs more memory than one machine has — the MMORPG use case works until it doesn't. Query support appears limited to filtered table scans and indexed lookups; complex joins across tables in module logic are your problem to handle manually in reducer code.

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