STEM
SyncForge
How a shared world stays shared (ages 15–18): set the tick rate, latency, and whether you use interpolation or rollback — then predict what two players see across 200ms of lag before the engine runs both screens side by side. See why cheaters exist, why the server must be the authority, and try the unfixable exercise: keep a world consistent with no server at all. The systems layer of computer science. Deterministic, on-device.
▶ Play it nowBuilt for sittings of about 25 minutes on the screen. That is our design budget, not a measurement.
#0369a1 Characters who teach
Meet the cast
SyncForge's cast (ages 15–18, realistic distributed-systems personas — no mascots) each embody one idea in real-time sync; mentor Relay asks how two screens ever agree across the wire.
Relay
asks how two screens ever agree across the wire
Ticks
the tick rate — how often the world updates; too slow feels laggy, too fast costs everything
Lag
latency — the travel time that makes each screen see a slightly different world
Serva
server authority — the one source of truth that stops a cheater rewriting the world
Rollo
rollback — replay the last moves when a late input arrives, so the world stays fair
What's inside
Learning goal
How a shared world stays shared (ages 15–18): set the tick rate, latency, and whether you use interpolation or rollback — then predict what two players see across 200ms of lag before the engine runs both screens side by side. See why cheaters exist, why the server must be the authority, and try the unfixable exercise: keep a world consistent with no server at all. The systems layer of computer science. Deterministic, on-device.
Mentored by Relay — no data leaves the device.
How SyncForge handles your kid's data
- ✅ All progress, settings, and AI-generated content stays on the device
- ✅ No analytics, no tracking, no third-party SDKs
- ✅ Free — no ads, no in-app purchases
- ✅ No personal information collected from children — in line with COPPA (updated by the 2026 FTC amendments)
- ✅ No chat with strangers — play-together rooms use a short code and preset emotes, never typed messages