irt.io vs Colyseus

Colyseus is an open source multiplayer framework for Node.js. You write rooms, clients send messages, and the server mutates state that syncs to everyone as binary patches. The structural difference is that you operate a Colyseus server, and irtio operates yours.

When Colyseus is the better choice

  • You want to own the runtime. Colyseus is open source. You can read it, patch it, run it on your own machines, and keep it running after any vendor goes away. irtio is a hosted service, and there is no version of it you run yourself.
  • Your client is not a browser. Colyseus has client SDKs for engines outside the web, including Unity and C#. irtio clients are TypeScript in a browser.
  • Your room needs to talk to other services. A Colyseus room is ordinary Node code, so it can query a database, call an API, and await anything. An irtio room handler is synchronous and has no fetch, no fs and no async, which is the price of replayable rooms.
  • You already run Node services. Multiplayer becomes another service in a deployment you already understand.

When irt.io is the better choice

  • You do not want to operate a game server. irtio deploy ships a room file. There is no Dockerfile, no process to keep alive, no scaling decision, and no capacity planning.
  • Clients should write their own state. In irtio each instance has an owner, and the owner assigns to it like a local object. A validator on the server accepts, clamps or rejects the write before anyone else sees it. Nothing has to be routed through a message handler first.
  • You want the game-shaped layers. Physics, client prediction, voice and simulated players are part of irtio rather than parts you assemble.
  • An idle game should cost nothing. irtio rooms hibernate and wake with their state intact.

Model comparison

Colyseusirt.io
AuthorityServerServer
Who operates the serverYou, or their hosting serviceirtio
State modelServer mutates room state, clients send messagesTyped schema, per-instance ownership, binary deltas
PredictionYou write itBuilt in for physics rooms, interpolation for everything else
PhysicsBring your ownRapier in 3D or 2D (or matter.js), stepped on the server
VoiceNot includedjoinVoice(room)
TestingTest helpers you run against a booted serverIn-process rooms on a fake clock, plus simulated players over real sockets
Hibernation and idle costThe process runs whether or not anyone is playingRooms sleep after idleMs and wake with state intact
LanguageTypeScript server, clients for several enginesTypeScript, browser clients

What porting looks like

The two projects agree on the important thing, so most of a port is renaming rather than redesigning. Your state definition becomes a schema that both halves of the game import. Your room class becomes a room file with onJoin, onLeave and a tick.

The one decision that is not mechanical is what happens to your message handlers. Each one goes to a rung on the ladder. A handler that only records what a player did with their own avatar becomes an owned write plus a validator, and the message disappears. A handler that decides an outcome becomes an RPC over a server-owned collection, which is close to a one-to-one translation. Anything you drive from a simulation interval becomes the room’s tick.

Two things need real work. Room code that awaits a database or an API has to move out of the room, because handlers are synchronous. And matchmaking changes shape: a room code covers party games, and quick match covers the queue.

Migrating from Colyseus walks the whole path with code on both sides.

Next steps

This page describes each product’s model as it stood at the page’s last review. Send corrections to hello@irt.io.