Network Storage v3
Server-authoritative game data with custom endpoints, game values, workflows, and rate limits.
Guided Setup
Step-by-step paths for new projects.
Code Examples
Complete systems you can copy into a Network Storage project: collections, Game Values, workflows, endpoints, and C# calls.
Example: RPG Game
A complete example showing how to build server-authoritative game logic using endpoints, Game Values, workflows, and rate limits. This covers a full RPG with co...
Inventory System for s&box Games
Build a server-authoritative stackable inventory with Network Storage. This example is designed for survival games, fishing games, RPGs, and shop-driven sandbox...
XP and Leveling System for s&box Games
Create a progression system that stores `xp`, not `level`. Level is derived from XP using Game Values, so you can rebalance progression without migrating player...
Upgrade Shop System for s&box Games
Build a server-authoritative upgrade shop with exponential pricing, max-level checks, and atomic currency spending. This pattern is based on real tycoon, fishin...
Daily Missions System for s&box Games
Build daily missions with a server-selected mission, secure progress increments, and one-time reward claiming. This pattern fits extraction shooters, racers, fi...
Crafting System for s&box Games
Build a server-authoritative crafting system with recipe tables, material checks, output items, and crafting XP. This works for survival games, factory games, m...
Player Marketplace System for s&box Games
Build a safe player-to-player marketplace with escrowed item listings. Sellers list items, Network Storage removes the listed quantity from the seller immediate...
Getting Started
Install the library, create a project, configure auth, and choose a runtime path.
Quick Start
Get Network Storage running in your s&box game in 5 minutes. This path uses server-side authority: the player asks to do something, the endpoint decides whether...
Getting Started with v3 Endpoints
The v3 endpoint system changes how your game interacts with Network Storage. Instead of the game client directly reading and writing data, your game sends **eve...
Setting Up the s&box Library
The fastest way to integrate Network Storage into your s&box game is with the official library. It handles authentication, API versioning, response parsing, and...
Library Reference
The **Network Storage by sboxcool.com** library provides a clean C# API for s&box games.
Dedicated Server Runtime
Dedicated servers and backend hosts can call protected Network Storage flows with a server-side secret key. Do not bundle secret keys with a published game clie...
Core Building Blocks
Collections, Game Values, endpoints, workflows, and rate limits.
Source Authoring
YAML Source is the current standard for authoring Network Storage resources. Use YAML for endpoints, workflows, collections, tests, and shared libraries. Prefer...
Collections
Collections store your game data. Each collection has a type and schema that defines what data it accepts. Runtime access is controlled through endpoints, queri...
Collections HTTP API
Use the Collections HTTP API when a dedicated server or backend service needs to read, insert, update, or delete collection data directly. For normal player-fac...
Game Values
Game Values are server-authoritative constants that your endpoints use at execution time. Instead of hardcoding XP rewards, shop prices, or progression curves i...
Endpoints
Endpoints are server-side flows. In v3, the same execution model covers both **publicly-callable endpoints** and **internal-only reusable endpoints**.
Workflows
Workflows are reusable internal flows. They are the smallest naming
Rate Limits
Rate limit rules in v3 are defined at the project level as named rules. Each rule targets a specific collection and field (or uses wildcards), applies to a time...
Endpoint Reference
Reference material for endpoint authors, agents, validation, errors, and expressions.
Endpoint Standards
Best practices and conventions for designing reliable, maintainable public endpoints and internal reusable flows in Network Storage v3.
Math Expressions
Transform steps support safe math expressions for computing derived values server-side.
Revision / Outdated Session Handling
Network Storage supports revision detection to help games manage version mismatches during live play. When a new game revision is published, clients running an ...
Creating Endpoint Validation Fixtures
When endpoint validation fails in production, the error response now includes diagnostic context that can be used to create local regression tests.
Error Codes
All error codes returned by the endpoint and storage API. Error codes are immutable -- they will never change once published.
Agent Discovery & Machine-Friendly Endpoint Access
This page is for automation, bots, and AI assistants that need to discover how to call Network Storage safely.
Security & Production
Identity, anti-cheat, secure player data, analytics, sync tooling, quotas, and operational guidance.
s&box Auth
s&box Auth verifies that API requests come from real s&box players with valid Steam accounts. It is optional but strongly recommended for any game that stores p...
Anti-Cheat Patterns
The v3 endpoint system is built around server authority. The client reports events, the server decides consequences. Here are the key patterns for preventing ch...
How to Save Player Data Securely in s&box
Use Network Storage when local save files are not enough for player data persistence. It gives s&box games a hosted database for saves, inventories, stats, and ...
Preventing Stat Tampering with Endpoints
The common s&box security problem is trusting the client with player stats, currency, or inventory writes. Network Storage endpoints let the client ask for an a...
Player Analytics
Player Analytics adds Network Storage activity and game-reported events to the sboxcool.com player timeline. It helps you answer who played recently, what happe...
Sync Tools
The Network Storage library includes a built-in editor tool for
Quotas & Usage
Every Network Storage project runs on a package tier that defines monthly limits for API requests, bandwidth, and storage.
Examples & Comparisons
Complete examples and comparison pages for choosing the right architecture.
The endpoint-based system for managing game data. Instead of clients writing data directly, endpoints handle all server-side logic.
## Core Concepts
- **Collections** store your game data (player profiles, inventories, etc.)
- **Endpoints** are custom API pipelines that validate and write data
- **Game Values** define server-authoritative constants (XP rates, item costs)
- **Workflows** are reusable validation conditions
- **Rate Limits** cap how fast fields can change (anti-cheat, abuse prevention)
## Best Practice: Store Raw Data, Compute Derived Values
Don't store computed values like "level" in your collections. Store the raw data (XP) and compute the level using Game Values and math expressions in your endpoints.
## Code Examples
If you want complete, copy/paste-ready systems, browse [Network Storage Code Examples](/wiki/network-storage-code-examples) for inventory, XP and leveling, upgrade shops, daily missions, crafting, and marketplaces.
## Automation & Integrations
If you're building tools or bots, start with the [Agent Discovery](/wiki/network-storage-v3/agent-discovery) manifest and discovery endpoint.