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Introduction

PartySync lets players form parties that span multiple servers in a proxied network (Velocity, BungeeCord). The party state is held in a shared coordination layer; party transfer between servers preserves voice channel assignments, queue positions, and party-wide mob aggro state where applicable.

The reference deployment targets Asia-region clusters where cross-region latency makes per-server party state unreliable. The shared coordination layer runs on a dedicated API node in the region.

  • 0.4 — persistent party state across restarts
  • 0.5 — public Asia API endpoint
  • 0.6 — Velocity proxy native integration
  • 1.0 — stable release