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clockworklabs
SpacetimeDB
Rust2023–2026
clockworklabs / SpacetimeDB

SpacetimeDB

Development at the speed of light

15Distinct people
21Mentions
0Explicit recommenders
25.5KGitHub stars
REPOSITORY AT A GLANCE

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What it is

Development at the speed of light

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

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No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

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This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 10:56:20 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year21 dated mentions

Observed mentions: 2023-08-09 14:49:53 UTC to 2026-10-13 22:58:44 UTC.

02468102023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 6 mentions; 3 submissions, 3 comments20232024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20242025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 9 mentions; 4 submissions, 5 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 6 mentions; 2 submissions, 4 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC633
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC945
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC624

What Hacker News says

6 sources
> I asked was about querying data without ever using a SQL language, like tapping directly into the data. I agree (making https://tablam.org to try a fix & working on https://github.com/clockworklabs/SpacetimeDB in the SQL conformance). Before I think SQL was bad. *Now I'm certain*. SQL is absurdly massive for things that could have collapse all the syntax 10x or more with more principled approach (and ACTUALLY doing relational model). However, working in an RDBM now I also understand why is not desirable to make "raw" calls to the DB: The engine MUST mediate all the calls to make things works (from query optimization, execution, iteration, lock management, transaction management, etc). Is incredible how much sophistication is in a simple `SELECT * FROM table`. What I wish is to build a `Wasm-like` IR so that is what anybody target, and `
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SQL` is not the mediator.
In SQLite 3.43
I wouldn't ordinarily chirp about this because it seems to be such a common typo/mistake but the fact you have a badge for it <https://github.com/clockworklabs/SpacetimeDB/blob/0f1fdf62d0...> as well as typoing it down in the license section <https://github.com/clockworklabs/SpacetimeDB/blob/0f1fdf62d0...> makes it worth pointing out in hopes of correction The SPDX for BUsiness Source License is BUSL https://spdx.org/licenses/BUSL-1.1.html but the SPDX for Boost Source License is BSL https://spdx.org/licenses/BSL-1.0.html Based on a search <https://shields.io/search?q=license> it seems you're using the custom badge syntax <https://shields.io/badges/static-badge> so you have influence over the correction
In Show HN: SpacetimeDB – A database that replaces your server

Show HN: SpacetimeDB – A database that replaces your server

We just released our database, SpacetimeDB, on GitHub under the BSL 1.1 license. It converts to a free software license after a few years. The point of the database is that you upload application logic into the database as a WebAssembly stored procedure, so instead of clients connecting to a webserver they connect directly to the database. The database itself does authentication and you write your own authorization logic just like you would inside a webserver. We’ve developed our game, BitCraft (https://bitcraftonline.com) entirely in this way. All of the game state is stored and synchronized with clients via SpacetimeDB, including player positions and movement. We also plan to allow you to horizontally scale your applications in two ways: 1. By having multiple databases that can send messages to each other (i.e. the actor model) 2. By ha
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ving distributed databases which partition data over multiple machines, similarly to CockroachDB, although this approach would cause a commensurate increase in latency in accessing data Curious to hear your thoughts! https://spacetimedb.com
80 points · Open discussion
We (Clockwork Labs) have been developing this database for several years as the backend engine for our MMORPG BitCraft (https://bitcraftonline.com). 100% of the game's logic is loaded into the database and then players connect directly to the database instead of to any game server. All the data is then synchronized with the client (trees, player positions, buildings, terrain, etc). We think it will substantially decrease the complexity of deploying a live service. We've released the code under a BSL 1.1 license which converts to a free software license: https://github.com/clockworklabs/SpacetimeDB. Our Discord is: https://discord.gg/spacetimedb BitCraft is written in Unity and SpacetimeDB works out of the box with Unity, although we also support several client languages as well (Rust, Typescript, C#, Python).
In SpacetimeDB: A new database written in Rust that replaces your server

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