Rollback netcode that just works
Predict locally, reconcile when remote inputs land, and re-simulate the difference invisibly. Here's how Playband makes rollback the default, not a research project.
Rollback is the gold standard for responsive multiplayer — and historically the hardest thing to ship. You predict the local player immediately, and when a remote input arrives late, you rewind, replay the corrected history, and roll forward to now. Done right, it feels like there’s no network at all.
The hard part is the bookkeeping
Every component has to be snapshot-able, every system has to be replayable, and the whole thing has to be bit-identical or the correction itself causes a desync. That’s why most teams never get there.
Playband does the bookkeeping for you. Components are plain data, so the source generator emits
the serialization and the rollback ring automatically. Your Tick() just runs — the runtime
decides when to save, when to rewind, and how far.
You write gameplay. Rollback is something the framework does, not something you debug.