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WavedashDocs

Introduction

An overview of the Wavedash platform and what it offers game developers.

Wavedash is a game platform for the browser. Players open a link and the game runs. No downloads, no installs.

You ship a browser build. Wavedash gives it a store page, handles player accounts, and provides an SDK for multiplayer, achievements, leaderboards, cloud saves, and more.

How do I get my game on Wavedash?

1

Prepare a browser build

You need a version of your game that can be opened in a browser. Almost any engine can produce one.

2

Add the loader handshake

Call Wavedash.init() once when your game finishes loading — this is what reveals it from the loading screen. It's the only code change Wavedash requires; the quickstart shows exactly where it goes.

3

Upload your build

Drag and drop the build folder in the Developer Portal, or run wavedash build push if you'd rather stay in the terminal. Every upload creates an immutable, numbered build you can roll back to at any time.

4

Publish

Promote a build to Published from the Developer Portal. The published build is the version players get when they open your game.

Which game engines can I use?

If it runs in a browser, it runs on Wavedash. Unity, Godot, Three.js, PlayCanvas, Construct, raw HTML/JS, WebAssembly — it doesn't matter how the build was made as long as the result is playable in a browser tab.

The Wavedash SDK has native bindings for Godot (GDScript) and Unity (C#). Everything else uses the JavaScript API directly. See Engine guides for per-engine setup.

What does the SDK do?

Calling Wavedash.init() (above) is the one part every game needs. Everything else the SDK offers is optional — add only what your game uses:

FeatureWhat it does
MultiplayerLobbies with messaging, metadata, invites, and fully-mesh P2P networking over WebRTC
AchievementsStat tracking with automatic or manual unlock triggers
LeaderboardsRanked scoreboards with configurable sort and display
Cloud savesPer-player file storage synced across sessions and devices
Player accountsIdentity, profiles, friends, avatars, presence
UGCPlayer-uploaded screenshots, replays, and community content

Wavedash injects the SDK automatically when your game runs in production, so there's nothing to install. In JavaScript you can optionally npm install @wvdsh/sdk-js and import Wavedash from "@wvdsh/sdk-js" for a typed SDK singleton; Unity and Godot have native bindings. During local development, wavedash dev provides a sandbox version so everything works the same way.

How does pricing work?

Wavedash is free for players and free for developers. If you release a paid game, you set the price and Wavedash takes a 10% marketplace fee.

Where do I start?