Network Storage v3: Core Building Blocks
Collections, Game Values, endpoints, workflows, and rate limits.
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...
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...