v1.0.0 — Production Ready

The Backend Your Players Feel, Not See.

Scale your Unity or Godot game with surgical-grade APIs. No servers, no ops, just instant game backend infrastructure.

The Core APIs

ReactionAPI

ReactionAPI

Sentiment-as-a-Service, without the database locks.

Adding social features at scale crashes traditional databases. ReactionAPI solves this at the Edge.

  • Zero Latency: Instant global aggregation.
  • Smart Locks: Automatically prevents duplicate votes.
  • Plug & Play: One REST call from your client.
JavaScript
await dymol.reactions.add("level_99", "fire");
PromoCode API

PromoCode API

New

Create, manage, and redeem rewards effortlessly.

Stop writing complex backend logic for single-use codes, expiration, or cheat prevention.

  • Batch Generation: Create 1,000 unique codes in one click.
  • Smart Validation: Real-time expiration and limit checks.
  • Secure Redemption: Server-side redemption to prevent abuse.
JavaScript
await dymol.promo.redeem("SUMMER26");
CounterAPI

CounterAPI

New

Track any in-game event with a single line of code.

Stop wrestling with relational databases to count how many times players defeat a boss or die in a level.

  • Auto-Aggregation: Groups data for daily or global trends.
  • Custom Targets: Track players, weapons, enemies, or maps.
  • High-Throughput: Built to survive intense Update() loops.
JavaScript
await dymol.counters.increment("boss_dragon", 1);

Level Balancing Tools

DeathAPI

DeathAPI

New

Track player deaths for heatmap analysis.

Record death coordinates (x, y, z) with zero backend code. Visualize where players die most.

  • 3D Coordinates: Record exact x, y, z death positions.
  • Level Grouping: Deaths organized per level_id.
  • Cause Tracking: Optional death cause metadata.
JavaScript
await dymol.deaths.record("boss_room", 10, 20, 30, "fall");

Quick Start Snippets

Dymol SDK — Unity (C#)
React DymolReact.AddReaction("level_99", "fire", "player_123");
Promo DymolPromo.Redeem("SUMMER26");
Counter DymolCounter.Increment("boss_dragon", 1);
Death DymolDeath.Record("boss_room", 10f, 20f, 30f, "fall");

Built for real game features

Each DYMOL API maps to a concrete backend feature your game can ship today.

ReactionAPI

Add likes, dislikes and emoji reactions to any in-game target: levels, maps, items, UGC content, game modes or events.

POST /v1/react
Real examples
Let players like or dislike user-created levels to build a better discovery feed.
Add emoji reactions after a match, race or mission to capture quick player sentiment.
Run in-game polls like "Which map should be added next?" without building survey logic.
Let players react to items, weapons or skins to understand what content they prefer.
Add quick feedback buttons after tutorials, boss fights or difficult levels.

PromoCodesAPI

Create redeemable in-game codes with usage limits, expiration rules and server-side validation.

POST /v1/promo/redeem
Real examples
Give streamers unique codes to reward their viewers with coins, skins or items.
Create limited-time launch codes for the first players who try your game.
Send compensation codes after bugs, downtime or broken events.
Create community event rewards, like "Use this code after the global boss is defeated."
Give Discord, newsletter or Kickstarter supporters exclusive in-game rewards.

CounterAPI

Track shared numbers across your game, from total kills to seasonal goals and community-wide events.

POST /v1/counter/increment
Real examples
Count how many attempts players need before defeating a boss, then rebalance the fight.
Track the most played levels, maps or game modes to understand what content works.
Count global boss kills, enemy defeats or collected items for community events.
Track how many players complete each level to identify progression drop-off.
Power shared world events like "Defeat 1,000,000 enemies to unlock a reward."

DeathTelemetryAPI

Record where players die or fail, then use spatial telemetry to understand friction points in your levels.

POST /v1/deaths
Real examples
Record where players die most often to find unfair traps or difficulty spikes.
See which boss phase causes the most deaths and adjust attacks or timing.
Track fall deaths in platformers to improve level design and checkpoint placement.
Compare death locations before and after a patch to verify if balancing improved.
Detect repeated deaths in the same area to identify frustration points.

Simple, predictable pricing

Designed to scale with your playerbase.

Hobby

$0/mo
  • 1 project
  • 5K requests / mo
  • Core APIs — ReactionAPI, PromoCode API, CounterAPI
Get Started
Sweet Spot

Indie

$29/mo
  • Unlimited projects
  • 250K requests / mo
  • Level Balancing API — DeathAPI
  • Priority support
Start Indie

Studio

$89/mo
  • Unlimited projects
  • 2M requests / mo
  • Level Balancing API — DeathAPI
  • Dedicated support
  • Extra — $3 per 1M
Contact Sales