Skip to main content

CrowdyJS SDK

Browser-first TypeScript SDK: @crowdedkingdoms/crowdyjs. (Building a native client? CrowdyCPP mirrors this API surface in portable C++ and replicates natively over UDP.)

  • Management API — authentication, profiles, app routing reads (client.apps), and public platform config (client.platform).
  • Game API — world synchronization, teleport, the GraphQL UDP proxy (browsers), channels & teams, connections to your server code on ck-exec (client.exec), and Replication API server assignment.
  • Game Kit — client.kit(appId): typed clients for ck-exec's starter hubs (the world, matchmaking, sessions, areas of mobs and pets), their deployment, and parties, guilds and chat.
  • Agentic Crowdy Studio (allowlisted) — the DeepSeek Harness agent running in the player's browser beside the Studio editor (dsh mount option, CrowdyJS 16), metered per request through the Game API's model endpoint and billed to the player's wallet by default. Access remains allowlisted per app. See Agentic Crowdy Studio.

Sign-in uses client.auth: login / register (email + password), magic link, or social/OIDC, and returns an identity session token (Management API only — account, studio admin, and minting app tokens); gameplay uses a short-lived app-scoped token confined to one app. client.portal mints app tokens (with a consent gate for untrusted apps), and the two-client pattern keeps an identity client (session token) separate from a per-game client (app token). See Best practices, Portals & app-scoped tokens and the SDK guide for install, configuration, and examples.