PurrNet · DataOct 16, 2026

PurrNet Gameplay Data

2,600+ games have sent PurrNet basic telemetry since July. Advanced telemetry runs in one game so far, by choice to save storage, and the pipeline is ready to switch on for the rest.

2,600+games on basic telemetry since July
500K+multiplayer connections in the last 30 days
5.5Madvanced events from one game's free demo
32×the data collected since May
01

The Fastest-Growing Networking Solution

Success in the Stores

Unity Asset Store#1Trending
OpenUPM#1Most monthly downloads

Commercial Titles Using PurrNet

Released100+
Under Development2600+

PurrNet Games on Steam

New Game on SteamEvery Day

Discord Members Gained Since March: PurrNet +602, Mirror −450

PurrNet+602Netick+26Reactor+6Mirage−13ObjectNet−17coherence−38Alteruna−39FishNet−117Mirror−450
  • Connections500K+in the last 30 days +29%
  • GitHub29.7Kclones in September +36%
  • Discord3,110members
  • Documentation100,000visits a week
  • YouTube400K+views across 87 tutorials
02

Data Only PurrNet Collects

2.1

Telemetry Overview

Despite the strong traction in the core networking solution, PurrNet is not just a middleware company. In fact, our long-term strategic advantage is our data collection.

  1. 01Engine
  2. 02 · NetworkingPurrNetOnly layer that sees all player behavior
  3. 03Game codeMost of the build
  4. 04Tools
    • Servers
    • Backend
    • Voice
    • Anti-cheat
    • AI NPCs
    Added once the game works
  5. 05Release
  • Movement
  • Actions
  • Game state
  • Matches
  • Performance
  • Social
Proprietary data is the AI moatNot publicNot scrapable
Where Medal / GI collectVideo of finished games, captured from outside. PurrNet is inside the game from day one.
2.2 ExampleArctic DriveFree demo · Early access soonA PurrNet game running our advanced telemetry. It hasn't even launched: all of this comes from its free demo.See the dataHide the data
Arctic Drive Game DataCo-op survival driving, from the free demo aloneSee it on Steam ↗
  • 5.3M+events recorded20 event types, from crafting to crashes
  • 2.3M+events in the last 30 days44% of everything recorded
  • 14K+player-hours a weekPlayed together over PurrNet's relay
  • 270K+vehicle crashesSpeed, crash type, what it hit and which part of the truck
  • 37K+player deathsCause, health, body temperature, stamina
  • 185K+runs endedKm driven, distance from spawn, fuel, engine and cargo
Physical AI Training DataFor NASA / JPL rovers, mining haul trucks, defense logistics and polar research
  • 5.3M+ events →Decisions to learn fromHuman choices, each with the full state around it
  • 2.3M+ in 30 days →Always-fresh demonstrationsNew examples every day, from every session played
  • 14K+ co-op hours a week →Multi-robot coordination and teamworkPlayers sharing vehicles, cargo and goals in real time
  • 270K+ crashes →Recovery after a collision or a stuck wheelWhat happened next, with the full vehicle state
  • 37K+ deaths →Mission-ending failuresThe state that led there, so a machine learns to avoid it
  • 185K+ runs →Route choice across unmapped terrainWhere people drive when there is no road, and when they turn back

Every Event Is a Ready-Made Training Example

Take one apart: a crash already splits into what a model sees and what it learns to predict.

Top 8 of 20 event types
  1. POI_Visit1.6M
  2. Objective_Activated1.3M
  3. Objective_Completed1.2M
  4. Vehicle_Crash270K
  5. Run_Ended186.2K
  6. Session_Started104.8K
  7. Item_Crafted85.9K
  8. Player_Death37.4K
Vehicle_Crash270K+ recorded
12345
Model input
  • 1Speed
  • 2What it hit
  • 3Physics object or not
  • Surface (could also record)
  • Weather (could also record)
  • Steering and braking before impact (could also record)
  • Slope (could also record)
  • Cargo weight (could also record)
The label
  • 4Crash type
  • 5Part of the truck hit
  • What happened next (could also record)

Dashed: fields a crash could also record

2.3

Thousands of Games Ready to Go

2,653games on basic telemetry since July

Currently we have 2,653 games on basic telemetry, and are ready to switch to advanced telemetry at any time. We have not collected advanced telemetry on them yet because of the storage overhead.

03

Projected Growth

Since April

Our Data Has Doubled 5 Times Since May

00.5M1M1.5MAprMayJunJulAugSepOctv1.20.0every build reports50K×2×4×8×16×32 · 1.65M
5doublings since May
32×the data collected
4.5×the weekly pace

Basic telemetry, every PurrNet game. Before v1.20.0 only beta builds reported.

Next 12 months · growth estimations

Every Step Multiplies the Data: ×33,000 by Oct 2027

99.1Bdata points a month · Oct 2027
Oct 2026Jan 2027Apr 2027Jul 2027Oct 2027050B100B×308Switch onadvanced telemetry1×3.5Completethe ecosystem2×1.6Expand tonew platforms3×2.2Expand tonew engines4
  1. 0Oct 2026 · today3M a month539K basic events from every game, 2.4M advanced from Arctic Drive alone
  2. 1Nov 2026Switch every game to advanced telemetry×308 → 1.1B a monthAll 2,653 games record every player's synced state once a second, plus custom events at Arctic Drive's rate
  3. 2Feb 2027Complete the PurrNet ecosystem×3.5 → 6.5B a monthAI NPCs, hosted servers, voice chat, smart moderation. 1 in 4 sessions hosted, the whole world recorded 10× a second
  4. 3May 2027Expand to new platforms×1.6 → 18.1B a monthWeb and beyond: a JavaScript client for browser games, +60% connections
  5. 4Aug 2027Expand to new engines×2.2 → 68.8B a monthGodot, Unreal and custom engines, 2.2× the connections
How the growth estimations work

Connections drive the volume: every PurrNet game reports them, so they are the one figure measured across the whole network. Each step either raises the data a connection yields or adds connections. A data point is one recorded event, or one snapshot of a player's or a hosted world's state.

  • Connections grow 20% a month, against 27% in the last 30 days.
  • Advanced telemetry records each player's synced state once a second over a 30-minute session, plus 26 custom events (Arctic Drive's measured rate): 1,826 data points a connection, against 1.08 on basic.
  • 25% of sessions run on our hosted servers, which record the whole world 10 times a second.
  • The web client adds 60% to connections; Godot, Unreal and custom engines more than double them. Voice, moderation labels and AI NPC dialogue add data that is not counted here.

Measured, 30 days to Oct 16: 499K connections and 539K basic events across all games, 2.42M advanced events from Arctic Drive. The steps are spaced across the next 12 months, ahead of the roadmap's budget years for the web client and new engines.