Player Two
Game SDK for web games with trophies, XP, leaderboards, saves and multiplayer
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- 1 +1 (up) since last check
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A JavaScript SDK that adds trophies, experience points, leaderboards, cloud saves, and social features to games hosted on Player Two.
About Player Two

Player Two's game SDK is a JavaScript library that integrates gaming features into web games hosted on the Player Two platform. Developers add a single script tag to their game's page and call the SDK functions to unlock trophies, award experience points and levels, track player statistics, and manage leaderboards. The SDK handles authentication through the player's Player Two account, so games never need to store sign-in credentials.
The system includes cloud save slots for player progress, social presence indicators so friends can see what friends are playing, and multiplayer room functionality for games that need matchmaking or party creation. Trophies are awarded with rarity ratings based on how many players have earned them, and player levels accumulate XP across all games on the platform. Developers define trophies and leaderboards in their game's studio dashboard and can optionally require server verification for sensitive achievements.
The SDK works in three environments: on Player Two's hosting where it communicates via a private channel with the page, in the Player Two desktop app with a local bridge, or on localhost during development with a stand-in that responds from memory. Games can require the SDK or gracefully degrade if players access them outside Player Two.
- web games
- game-sdk
- trophies
- cloud-saves
- javascript
- leaderboards
- multiplayer
Features worth knowing
- Trophy system with tiers and rarity ratings
- Experience points and player levels across games
- Player statistics tracking with up to 200 stats per game
- Cloud save slots up to 1 MB each
- Multiplayer room system for matchmaking and parties
- Local development mode with memory stand-in
Player Two metrics
| Metric | Value |
|---|---|
| Domain Rating | 1 +1 (up) since last check |
| Trust Flow | 0 no change since last check |
| Citation Flow | 4 no change since last check |
| Referring domains | 1 no change since last check |
| External backlinks | 84 no change since last check |
Ahrefs Domain Rating scanned 3 Nov 2026, updated 3 Nov 2026. Majestic scanned 2 Nov 2026, updated 2 Nov 2026. Link stats via Majestic. Trust Flow, Citation Flow and Topical Trust Flow are trademarks of Majestic-12 Ltd.
Player Two domain facts
Reveal the domain facts
| Domain age | 20 days |
|---|---|
| Registered | |
| Expires | |
| Registrar | NameCheap, Inc. |
| DNSSEC | Not signed |
Player Two launch results
| Measure | At launch, then latest |
|---|---|
| Domain Rating (Ahrefs) | 0 to 1 +1 (up) since launch 2 Nov 2026, then 3 Nov 2026 |
| Trust Flow (Majestic) | 0 first measured 2 Nov 2026 |
| Referring domains (Majestic) | 1 first measured 2 Nov 2026 |
Day 1 since launch. Next receipt: day 30, 2 Dec 2026. The figures report a change; they do not say what caused it, and many things can. No figure here is a guess.
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FAQ
- How do I add the SDK to my game?
- Put the script tag from Player Two on your game's page and call PlayerTwo.init() once, early in your code. It returns a promise with player information and every SDK call available.
- Does my game need to handle player sign-in?
- No. The SDK never holds the player's sign-in credentials. Player Two's host sends the player with the play session, and the game only calls SDK functions.
- Can I test without Player Two hosting?
- Yes. On localhost, a stand-in answers every call from memory so you can build without Player Two. You can define test trophies and the stand-in will enforce them.
- What happens if my game is played outside Player Two?
- Init() rejects after 1.5 seconds with code not-on-player-two, and your game plays without SDK services. You can set required: true to show a message instead.
- How are cloud saves protected from conflicts?
- A slot is only written over once your game has read it in the current session. If another device saves between your read and write, the request rejects with a version code so you can retry.
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