A key principle of the live-service design is server-authoritative data. This means that persistent player data needs to be stored in a remote database, not the player’s local machine. One especially heavy piece of our backend architecture that made this possible was the inventory service. The term “inventory” here is a bit overloaded given just how many of the game’s systems use it. In Towerborne nearly every piece of persistent player data is part of the inventory. Beyond traditional inventory items like weapons and gear, the inventory also includes stats, quest state, conversation history, achievement progress, and more.
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The first version of my extension was built on a simple observation: HotAudio’s player was exposing its active audio instance as a global variable. You could just type window.as into the browser console and there it was; The entire audio source object, sitting in the open like a wallet left on a park bench.