Delve Online – Phaser,VueJS,Supabase,Photon

(play.delve-online.com)

2 points | by SteveChurch 16 hours ago ago

5 comments

  • hackerredis 16 hours ago

    This is a really impressive project and a great throwback to the spirit of early browser MMOs. The deep progression roadmap and commitment to keeping starter ships viable shows thoughtful design. It's awesome to see open source and modern tech combine for a multiplayer game like this. Looking forward to watching Delve evolve—good luck and kudos for building in public!

    • SteveChurch 12 hours ago

      Thanks so much! That is lovely to hear :D - It has been so much joy to work on and having only a 12 second deployment time makes it even more fun to get new features out the door.

      Please do join the Discord + Reddit thread, I would very much like to get more Supabase Realtime back into the game if the price was more viable too. I am somewhat of a Supabase fan-boy so being able to say 100% of the backend is powered by SB would be a dream for the game.

  • saltcod 15 hours ago

    extremely cool use of supabase =) would love more details on how you use it

    • SteveChurch 15 hours ago

      Thanks!! Some more info on the implementation, I also have some posts on Linkedin showing the journey and sadly the need to pivot away from Supabase' Realtime for most of the gameplay

      Initially Supabase was running EVERYTHING over their Realtime and Presence features, however things started to scale quite badly when it comes to the cost. Their pricing model on Realtime just isn't sustainable with a realtime game like this, sadly, so I had to pivot over to using Photon for the realtime messaging however still use Supabase for everything else.

      - Database - RLS - Functions - Auth

      I then have a custom hook set up with Photon -> Supabase to ensure when players are trying to connect to the Photon Engine the Photon Engine checks back to ensure they are authenticated users.

      I would have loved to have had everything running through Supabase like it was initially as it would have been a great use-case for them, but sadly with as little as 1,000 players per month it would have meant charging users at least $1.5 a month just to run with only about 2 hours of gameplay day each.

      More info: The issue: message-based billing. Real-time games are incredibly chatty: - 8 players sending position updates at 10Hz = ~80 messages/second - Add shooting, health, abilities = ~200-400 messages/second - 1 hour of gameplay = ~1.4 million messages

      Supabase free tier: 2M messages/month. We'd hit the limit in 90 minutes. On Pro tier ($25/mo base + $0.01 per 1000 messages): - 100 concurrent players, 2hr sessions = ~150M messages/month - Cost: ~$1,500/month

      Photon charges by CCU (concurrent users), not messages: - 100 CCU = $95/month flat, unlimited messages - 16x cheaper for game workloads

      What stayed on Supabase: - Auth (perfect for this) - Persistent data (player stats, leaderboards) - ~1000 reads/day (well within free tier)

      What moved to Photon: - Position/movement updates - Combat events - Real-time state sync

  • SteveChurch 16 hours ago

    Hey space pilots!

    I've been building DELVE - a multiplayer space survival game that runs entirely in your browser. Just made it public and would love for you to check it out!

    What is it? Think cooperative wave survival meets persistent MMO universe. You can play solo or team up with friends to fight endless zombie waves, OR explore a galaxy of 10+ star systems with PVP combat, autopilot navigation, and persistent progression.

    Two Game Modes: - Wave Mode (Co-op PvE) - Team up with up to 8 players - Fight endless waves of increasingly difficult enemies - Level up, collect gems, unlock abilities - Quick-start feature to skip early waves - Global leaderboards

    MMO Mode (Persistent Universe) - Explore 10+ interconnected star systems - Dock at space stations (your progress saves!) - Autopilot navigation between systems - PVP combat in low-security zones - Target other players, engage in tactical ship battles - Real-time shield/health systems

    Core Features: - 4 Unique Ships - Each with special abilities (shield boost, rapid fire, repair drone, energy burst) - Real-time Multiplayer - Powered by Photon Cloud, buttery smooth netcode - Zero Install - Runs in your browser, works on mobile too - Progression System - Unlock ships, collect fragments, climb leaderboards - Spectacular VFX - Particle effects, warp-in animations, ability visuals

    Ship Progression Roadmap Right now you can fly 4 starter ships (Shuttles - Tier 1)

    Currently Playable: - Vanguard Mk I - Tank/Frontline (Shield Boost ability) - Striker Mk I - DPS/Assault (Rapid Fire ability) - Engineer Mk I - Support/Deployer (Repair Drone ability) - Arcanist Mk I - Techno-mage (Energy Burst ability)

    Coming Soon: Tier 2 - Frigates (4 ships) Light warships with improved stats and enhanced abilities like Fortress Protocol and Blitz Attack Tier 2 - Interceptors (4 ships) Lightning-fast fighters including the Raptor (Afterburner), Viper (Precision Strike), Phoenix (Evasive Maneuvers), and Wraith (Phase Dash) Tier 3 - Cruisers (4 ships) Balanced warships like the Valiant (Broadside), Crimson (Assault Mode), Horizon (Shield Matrix), and Phantom (Cloak) Tier 4 - Destroyers (4 ships) Heavy hitters including Atlas (Siege Mode), Reaper (Death Strike - 500% damage!), Sentinel (Fortress Shield), and Eclipse (Void Cannon) Tier 5 - Battle Cruisers (4 ships) Legendary vessels like Leviathan, Warlord (Berserker Mode), Bastion (Fleet Command), and Void Walker (Phase Shift) Tier 6 - Battleships (4 ships) End-game behemoths including Colossus (Orbital Strike), Annihilator (Planet Cracker), and more Tier 7 - Titans (Coming later) Massive capital ships that will dominate the battlefield

    The goal: Create deep progression where every ship feels distinct and powerful, not just stat upgrades. The Tier 1 starter ships will always be viable - higher tiers offer different playstyles, not just power creep.

    Completely Free No paywalls, no ads (yet?), just pure space combat fun. Still in beta so expect some jank, but the core gameplay is solid.

    Why I Built This: I wanted to capture that feeling of early browser MMOs but with modern tech. The whole thing runs on Vue 3 + Phaser 3 + Supabase, and I'm building it in public. Everything's open source (link in comments if mods allow).

    Looking For: Feedback on gameplay feel Bug reports (I'm sure there are plenty!) Ideas for new features Players to test multiplayer with

    Try it out and let me know what you think! I'm actively developing and adding new features weekly. If you find bugs or have suggestions, drop them in the comments - I'm super responsive.

    P.S. - Works best on desktop/laptop, but mobile is playable too (kinda).

    Reddit: https://www.reddit.com/r/DelveOnline