Network Storage v3

Server-authoritative game data with custom endpoints, game values, workflows, and rate limits.

YAML Source is the Network Storage authoring standard.
Use the s&box Library Manager install for auto-updates. GitHub is best for agents, source review, contributions, and manual installs.

Guided Setup

Step-by-step paths for new projects.

Code Examples

Complete systems you can copy into a Network Storage project: collections, Game Values, workflows, endpoints, and C# calls.

The endpoint-based system for managing game data. Instead of clients writing data directly, endpoints handle all server-side logic.

## Core Concepts

- **Collections** store your game data (player profiles, inventories, etc.)
- **Endpoints** are custom API pipelines that validate and write data
- **Game Values** define server-authoritative constants (XP rates, item costs)
- **Workflows** are reusable validation conditions
- **Rate Limits** cap how fast fields can change (anti-cheat, abuse prevention)

## Best Practice: Store Raw Data, Compute Derived Values

Don't store computed values like "level" in your collections. Store the raw data (XP) and compute the level using Game Values and math expressions in your endpoints.

## Code Examples

If you want complete, copy/paste-ready systems, browse [Network Storage Code Examples](/wiki/network-storage-code-examples) for inventory, XP and leveling, upgrade shops, daily missions, crafting, and marketplaces.

## Automation & Integrations

If you're building tools or bots, start with the [Agent Discovery](/wiki/network-storage-v3/agent-discovery) manifest and discovery endpoint.