clockworklabs/SpacetimeDBPublic

Development at the speed of light

AI summary: A relational database and application server combined into one unified platform for high-performance apps.

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25K
+10 today
Forks
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88
Open issues
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RustOtherCreated Jun 17, 2023Last push todayLatest release v2.8.0+62 stars this week+146 this month

Star history

since Jul 30, 2023
010K20KJul 2023Jul 2024Jul 2025Aug 2026
25K stars as of Aug 7, 2026, tracked back to Jul 30, 2023. Historical curve reconstructed from public GitHub event archives, calibrated to the current total.

Contribution activity

commits per day, last 52 weeks
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Signals and awards

derived from tracked data
  • Widely adopted

    24,985 stars

  • Very active

    1,263 commits in 52 weeks

  • Community-driven

    ~121 contributors

  • Continuous integration

    Automated checks passing

What SpacetimeDB does

SpacetimeDB merges the relational database layer with the application logic layer, compiling everything into WebAssembly. This architecture eliminates the need for separate backend servers and databases, removing network latency between the app tier and data tier. By running application code directly alongside data in the same process space, it delivers microsecond latency. It is particularly targeted at multiplayer games and real-time collaboration applications.

SpacetimeDB is built for game developers, backend engineers, and full-stack developers building real-time, stateful applications. It requires familiarity with statically typed languages or WebAssembly ecosystems.

  • Unified architecture: Combines the application server and the database into a single, cohesive engine.
  • WebAssembly runtime: Executes user-provided logic compiled to WASM for high performance and security.
  • Zero network overhead: Eliminates the typical latency associated with querying a database from an external server.
  • Real-time subscriptions: Allows clients to subscribe to database queries and receive instant updates.
  • Multi-language support: Enables writing server logic in Rust, C#, TypeScript, and more.

Where teams use it

Multiplayer game backends

Simplifies backend development for real-time multiplayer games by handling state and logic in one place.

Real-time collaborative apps

Powers applications like document editors or whiteboards that require instant state synchronization across clients.

High-frequency trading platforms

Leverages the microsecond latency to build ultra-fast financial and trading systems.

Serverless edge applications

Acts as an edge database and compute layer combined, reducing deployment complexity.

Getting started: spacetime server start

README

master branch

SpacetimeDB Logo SpacetimeDB Logo

SpacetimeDB SpacetimeDB

Development at the speed of light.

         

   

     

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What is SpacetimeDB?

SpacetimeDB is a relational database that is also a server. You upload your application logic directly into the database, and clients connect to it without any server in between.

Write your schema and business logic as a module in Rust, C#, TypeScript, or C++. SpacetimeDB compiles it, runs it inside the database, and automatically synchronizes state to connected clients in real-time.

Instead of deploying a web or game server that sits in between your clients and your database, your clients connect directly to the database and execute your application logic in your module. You can write all of your permission and authorization logic right inside your module just as you would in a normal server.

This means that you can write your entire application in a single language and deploy it as a single binary. No more separate webserver, no more containers, no more Kubernetes, no more VMs, no more DevOps, no more caching later. Zero infrastructure to manage.

SpacetimeDB Architecture

SpacetimeDB application architecture
(elements in white are provided by SpacetimeDB)

SpacetimeDB is optimized for maximum speed and minimum latency. SpacetimeDB provides all the ACID guarantees of a traditional RDBMS, with all the speed of an optimized web server. All application state is held in memory for fast access, while a commit log on disk provides durability and crash recovery. The entire backend of our MMORPG BitCraft Online runs as a single SpacetimeDB module: chat, items, terrain, player positions, everything, synchronized to thousands of players in real-time.

Quick Start

1. Install

# macOS / Linux
curl -sSf https://install.spacetimedb.com | sh

# Windows (PowerShell)
iwr https://windows.spacetimedb.com -useb | iex

2. Log in

spacetime login

This opens a browser to authenticate with GitHub. Your identity is linked to your account so you can publish databases.

3. Start developing

spacetime dev --template chat-react-ts

That is it. This creates a project from a template, publishes it to Maincloud, and watches for file changes, automatically rebuilding and republishing on save. See pricing for details.

How It Works

SpacetimeDB modules define tables (your data) and reducers (your logic). Clients connect, call reducers, and subscribe to tables. When data changes, SpacetimeDB pushes updates to subscribed clients automatically.

// Define a table
#[spacetimedb::table(accessor = messages, public)]
pub struct Message {
    #[primary_key]
    #[auto_inc]
    id: u64,
    sender: Identity,
    text: String,
}

// Define a reducer (your API endpoint)
#[spacetimedb::reducer]
pub fn send_message(ctx: &ReducerContext, text: String) {
    ctx.db.messages().insert(Message {
        id: 0,
        sender: ctx.sender,
        text,
    });
}

On the client side, subscribe and get live updates:

const [messages] = useTable(tables.message);
// messages updates automatically when the server state changes.
// No polling. No refetching.

Language Support

Server Modules

Write your database logic in any of these languages:

Language Quickstart
Rust Get started
C# Get started
TypeScript Get started
C++ Get started

Client SDKs

Connect from any of these platforms:

SDK Quickstart
TypeScript (React, Next.js, Vue, Svelte, Angular, Node.js, Bun, Deno) Get started
Rust Get started
C# (standalone and Unity) Get started
C++ (Unreal Engine) Get started

Running with Docker

docker run --rm --pull always -p 3000:3000 clockworklabs/spacetime start

Building from Source

If you need features from master that have not been released yet:

# Prerequisites: Rust toolchain with wasm32-unknown-unknown target
curl https://sh.rustup.rs -sSf | sh

git clone https://github.com/clockworklabs/SpacetimeDB
cd SpacetimeDB
cargo build --locked --release -p spacetimedb-standalone -p spacetimedb-update -p spacetimedb-cli

Then install the binaries:

macOS / Linux
mkdir -p ~/.local/bin
STDB_VERSION="$(./target/release/spacetimedb-cli --version | sed -n 's/.*spacetimedb tool version \([0-9.]*\);.*/\1/p')"
mkdir -p ~/.local/share/spacetime/bin/$STDB_VERSION

cp target/release/spacetimedb-update ~/.local/bin/spacetime
cp target/release/spacetimedb-cli ~/.local/share/spacetime/bin/$STDB_VERSION
cp target/release/spacetimedb-standalone ~/.local/share/spacetime/bin/$STDB_VERSION

# Add to your shell config if not already present:
export PATH="$HOME/.local/bin:$PATH"

# Set the active version:
spacetime version use $STDB_VERSION
Windows (PowerShell)
$stdbDir = "$HOME\AppData\Local\SpacetimeDB"
$stdbVersion = & ".\target\release\spacetimedb-cli" --version |
    Select-String -Pattern 'spacetimedb tool version ([0-9.]+);' |
    ForEach-Object { $_.Matches.Groups[1].Value }
New-Item -ItemType Directory -Path "$stdbDir\bin\$stdbVersion" -Force | Out-Null

Copy-Item "target\release\spacetimedb-update.exe" "$stdbDir\spacetime.exe"
Copy-Item "target\release\spacetimedb-cli.exe" "$stdbDir\bin\$stdbVersion\"
Copy-Item "target\release\spacetimedb-standalone.exe" "$stdbDir\bin\$stdbVersion\"

# Add to your system PATH: %USERPROFILE%\AppData\Local\SpacetimeDB
# Then in a new shell:
spacetime version use $stdbVersion

Verify with spacetime --version.

Documentation

Full documentation is available at spacetimedb.com/docs, including:

License

SpacetimeDB is licensed under the Business Source License 1.1 (BSL). It converts to the AGPL v3.0 with a linking exception after a few years. The linking exception means you are not required to open-source your own code if you use SpacetimeDB. You only need to contribute back changes to SpacetimeDB itself.

Why did we choose this license? We chose to license SpacetimeDB under the MariaDB Business Source License for 4 years because we can't compete with AWS while also building our products for them.

We chose GPLv3 with linking exception as the open source license because we want contributions merged back into mainline (just like Linux), but we don't want to make anyone else open source their own code (i.e. linking exception).

View on GitHub

Recent activity

commits and pull requests

Releases and announcements

57 total
  1. Release v2.8.0v2.8.0Aug 5, 20261.5K downloads

    ## Features ### TypeScript submodule support for SpacetimeDB modules TypeScript modules can now import and mount other modules under a namespace. The runtime supports namespaced reducer/procedure dispatch and HTTP handler delegation; the client codegen exports namespace-aware table, reducer, and procedure handles and a query builder for submodule tables and views. The CLI now supports namespaced `spacetime call` and `spacetime sql`. Auto-migration is supported for submodule tables, views, and indexes. The C++ and C# bindings have been updated with autogenerated `RawSubmoduleV10` types. > **Compatibility note:** `ModuleDef` now includes a `submodule` field. Modules that do not use submodules can still be published to older servers, but modules that use submodules require a v2.8.0+ server. ([#5486](<https://github.com/clockworklabs/SpacetimeDB/pull/5486>)) ## Bug Fixes ### Fix TypeScript composite btree range scans TypeScript module indexes now correctly handle `filter()` and `delete()` methods when the final argument is a `Range` on a composite key. Previously, range bounds were sliced from the start of the key instead of after the prefix, producing incorrect re

  2. Release v2.7.1v2.7.1Jul 30, 20269.3K downloads

    ## Bug Fixes ### Safer sequence migrations Adding a sequence to an existing integer column now correctly checks the full sequence range, including the maximum representable value. Migrations with existing conflicting values fail during the precheck rather than proceeding to a later unique-constraint violation. ([#5561](<https://github.com/clockworklabs/SpacetimeDB/pull/5561>)) ### Preserve column defaults in V10 schemas V10 schema serialization now retains declared column default values. This fixes the V10 database schema endpoint and `extract-schema`, so schema diff, compatibility, code generation, and migration tooling can observe defaults. ([#5508](<https://github.com/clockworklabs/SpacetimeDB/pull/5508>)) ### Fix scheduled-reducer interval drift Scheduled reducers and procedures now use the reducer's own `timestamp` parameter to compute the next interval, instead of `Timestamp::now()`. This prevents long-running scheduled reducers from drifting over repeated runs. ([#5574](<https://github.com/clockworklabs/SpacetimeDB/pull/5574>)) ### Restore JWT/JWKS dependencies The removal of the `spacetimedb-jsonwebtoken` and `spacetimedb-jwks` dependencies

  3. Release v2.7.0v2.7.0-hotfix3Jul 22, 202612.3K downloads

    ## Breaking Changes ### TypeScript: Generated table and view handles now use camelCase Generated TypeScript client handles now follow TypeScript casing, such as `conn.db.loggedOutPlayer` rather than `conn.db.logged_out_player`. The former snake_case handles remain available as deprecated aliases, but code that enumerates generated handles may now see both names. ([#5286](<https://github.com/clockworklabs/SpacetimeDB/pull/5286>)) ### Svelte: `ConnectionState.getConnection` is no longer generic In the Svelte binding, `getConnection<MyConn>()` is now `getConnection()`. It continues to return the active connection; only the removed type argument affects callers. ([#5375](<https://github.com/clockworklabs/SpacetimeDB/pull/5375>)) ## Features ### .NET 10 NativeAOT-LLVM support for C# modules C# modules can now target .NET 10 and use NativeAOT-LLVM automatically. Runtime packages include both .NET 8 and .NET 10 targets, while `spacetime init --lang csharp --dotnet-version` selects the generated project SDK version. Existing .NET 8 JIT and opt-in NativeAOT paths remain supported. ([#4915](<https://github.com/clockworklabs/SpacetimeDB/pull/4915>)) ### Add un

  4. Release v2.6.1v2.6.1Jul 1, 202630.8K downloads

    v2.6.1 is a patch release with two bug fixes and a CLI improvement. ## Breaking Changes ### TypeScript: Generated optional fields now use optional key syntax > **⚠️ Small breaking change for some TypeScript users.** Generated TypeScript types for `Option<T>` fields have changed from required keys with an `undefined` value to truly optional keys: > > ```ts > // Before (v2.6.0 and earlier) > { foo: string | undefined; } > > // After (v2.6.1) > { foo?: string | undefined; } > ``` > > If your TypeScript code explicitly passes `undefined` for optional reducer or procedure arguments, or relies on `{ foo: T | undefined }` being a required key, you may need to update your call sites. This will require **no action from almost all TypeScript users** and it addresses a bug in the implementation of 2.0, so we've chosen to make this small breaking change. ([#4940](<https://github.com/clockworklabs/SpacetimeDB/pull/4940>)) ## Bug Fixes ### Fix TypeScript optional row keys Generated optional fields now use optional key syntax. See `Breaking Changes` above. ([#4940](<https://github.com/clockworklabs/SpacetimeDB/pull/4940>)) ### Fix `Identity` and `ConnectionId` r

  5. Release v2.6.0v2.6.0Jun 16, 202621.9K downloads

    2.6.0 adds Primary Key support for Views in Rust, TypeScript, and C#, improves event table automigrations, includes CLI binary distribution improvements, and brings various performance enhancements and bug fixes. ## Features ### Primary Key support for Views (Rust, TypeScript, and C#) Procedural views now support primary keys in Rust, TypeScript, and C# > **Note:** C++ support for primary keys in views will be added in a future release. - **Rust**: Declare primary keys in the `#[view]` macro: ```rust #[spacetimedb::view(accessor = my_players, public, primary_key = id)] pub fn my_players(ctx: &spacetimedb::ViewContext) -> Vec<Player> { ctx.db.players().owner().filter(ctx.sender()).collect() } ``` ([#5111](https://github.com/clockworklabs/SpacetimeDB/pull/5111)) - **TypeScript**: Declare primary keys at the column/row level: ```typescript const Player = t.row('Player', { id: t.u64().primaryKey(), owner: t.identity().index('btree'), name: t.string(), }); export const my_players = spacetimedb.view( { public: true }, t.array(players.rowType), ctx => Array.from(ctx.db.players.owner.filter(ctx.sender))

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1.3K commits in the last 52 weeks.

When work happens

weekday and hour
SunMonTueWedThuFriSat036912151821Sun 0:00 — 1 commitsSun 1:00 — 2 commitsSun 2:00 — 2 commitsSun 3:00 — 1 commitsSun 4:00 — 0 commitsSun 5:00 — 1 commitsSun 6:00 — 1 commitsSun 7:00 — 0 commitsSun 8:00 — 0 commitsSun 9:00 — 0 commitsSun 10:00 — 2 commitsSun 11:00 — 1 commitsSun 12:00 — 0 commitsSun 13:00 — 1 commitsSun 14:00 — 3 commitsSun 15:00 — 2 commitsSun 16:00 — 2 commitsSun 17:00 — 3 commitsSun 18:00 — 7 commitsSun 19:00 — 3 commitsSun 20:00 — 1 commitsSun 21:00 — 6 commitsSun 22:00 — 1 commitsSun 23:00 — 2 commitsMon 0:00 — 1 commitsMon 1:00 — 1 commitsMon 2:00 — 3 commitsMon 3:00 — 2 commitsMon 4:00 — 2 commitsMon 5:00 — 0 commitsMon 6:00 — 4 commitsMon 7:00 — 9 commitsMon 8:00 — 11 commitsMon 9:00 — 29 commitsMon 10:00 — 36 commitsMon 11:00 — 48 commitsMon 12:00 — 41 commitsMon 13:00 — 54 commitsMon 14:00 — 51 commitsMon 15:00 — 35 commitsMon 16:00 — 36 commitsMon 17:00 — 46 commitsMon 18:00 — 58 commitsMon 19:00 — 33 commitsMon 20:00 — 30 commitsMon 21:00 — 26 commitsMon 22:00 — 14 commitsMon 23:00 — 19 commitsTue 0:00 — 14 commitsTue 1:00 — 12 commitsTue 2:00 — 12 commitsTue 3:00 — 3 commitsTue 4:00 — 0 commitsTue 5:00 — 4 commitsTue 6:00 — 7 commitsTue 7:00 — 10 commitsTue 8:00 — 27 commitsTue 9:00 — 36 commitsTue 10:00 — 41 commitsTue 11:00 — 56 commitsTue 12:00 — 84 commitsTue 13:00 — 74 commitsTue 14:00 — 51 commitsTue 15:00 — 50 commitsTue 16:00 — 46 commitsTue 17:00 — 43 commitsTue 18:00 — 50 commitsTue 19:00 — 33 commitsTue 20:00 — 32 commitsTue 21:00 — 37 commitsTue 22:00 — 22 commitsTue 23:00 — 18 commitsWed 0:00 — 21 commitsWed 1:00 — 6 commitsWed 2:00 — 5 commitsWed 3:00 — 7 commitsWed 4:00 — 4 commitsWed 5:00 — 2 commitsWed 6:00 — 8 commitsWed 7:00 — 22 commitsWed 8:00 — 24 commitsWed 9:00 — 34 commitsWed 10:00 — 51 commitsWed 11:00 — 77 commitsWed 12:00 — 57 commitsWed 13:00 — 57 commitsWed 14:00 — 43 commitsWed 15:00 — 46 commitsWed 16:00 — 49 commitsWed 17:00 — 54 commitsWed 18:00 — 40 commitsWed 19:00 — 34 commitsWed 20:00 — 35 commitsWed 21:00 — 32 commitsWed 22:00 — 28 commitsWed 23:00 — 19 commitsThu 0:00 — 17 commitsThu 1:00 — 14 commitsThu 2:00 — 14 commitsThu 3:00 — 10 commitsThu 4:00 — 4 commitsThu 5:00 — 10 commitsThu 6:00 — 9 commitsThu 7:00 — 4 commitsThu 8:00 — 19 commitsThu 9:00 — 44 commitsThu 10:00 — 42 commitsThu 11:00 — 46 commitsThu 12:00 — 50 commitsThu 13:00 — 56 commitsThu 14:00 — 52 commitsThu 15:00 — 51 commitsThu 16:00 — 49 commitsThu 17:00 — 43 commitsThu 18:00 — 32 commitsThu 19:00 — 39 commitsThu 20:00 — 26 commitsThu 21:00 — 34 commitsThu 22:00 — 13 commitsThu 23:00 — 17 commitsFri 0:00 — 17 commitsFri 1:00 — 15 commitsFri 2:00 — 11 commitsFri 3:00 — 4 commitsFri 4:00 — 6 commitsFri 5:00 — 6 commitsFri 6:00 — 12 commitsFri 7:00 — 8 commitsFri 8:00 — 22 commitsFri 9:00 — 42 commitsFri 10:00 — 51 commitsFri 11:00 — 46 commitsFri 12:00 — 44 commitsFri 13:00 — 65 commitsFri 14:00 — 53 commitsFri 15:00 — 35 commitsFri 16:00 — 31 commitsFri 17:00 — 38 commitsFri 18:00 — 29 commitsFri 19:00 — 24 commitsFri 20:00 — 19 commitsFri 21:00 — 8 commitsFri 22:00 — 13 commitsFri 23:00 — 17 commitsSat 0:00 — 14 commitsSat 1:00 — 9 commitsSat 2:00 — 5 commitsSat 3:00 — 6 commitsSat 4:00 — 4 commitsSat 5:00 — 2 commitsSat 6:00 — 3 commitsSat 7:00 — 0 commitsSat 8:00 — 4 commitsSat 9:00 — 7 commitsSat 10:00 — 5 commitsSat 11:00 — 2 commitsSat 12:00 — 7 commitsSat 13:00 — 4 commitsSat 14:00 — 5 commitsSat 15:00 — 4 commitsSat 16:00 — 3 commitsSat 17:00 — 7 commitsSat 18:00 — 5 commitsSat 19:00 — 2 commitsSat 20:00 — 2 commitsSat 21:00 — 2 commitsSat 22:00 — 3 commitsSat 23:00 — 4 commits
Commit volume by weekday and hour (UTC). Larger dots mean more commits.
DateListRankStars gained
Feb 25, 2026daily#22+155
  • ultraworkers/claw-code

    An agent-managed museum exhibit, built in Rust with Gajae-Code / LazyCodex — developed and maintained with no human intervention.

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  • ultraworkers/claw-code

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