Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-07-15 2026-07-22 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About SmartFoxServer 3 | SpaceWar²
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Learning & Tutorials
- Theme > Sci-fi & Space
- Theme > Military & Combat
It comes with an extremely rich set of features, an impressive documentation set, tens of examples with their source, powerful administration tools, an included free 100 CCU license and a very active support forum.
Born in 2004, and evolving continuously since then, today SmartFoxServer is the leading middleware to create large scale multiplayer games, MMOs and virtual communities, thanks to its simplicity of use, versatility and performance. It powers hundreds of projects all over the world, from small chats and turn-based games to massive virtual worlds and realtime games.
This demo project is a tribute to the homonymous (except for the 2) game developed in the 60s, one of the earliest computer games in history! The purpose of this project is to showcase the capabilities of SmartFoxServer's MMO API in a realtime game featuring flying starships, weapon shots, collisions, planet's gravitational attraction, etc.
In particular the project deals with the clients synchronization problem, implementing a server-side simulation (authoritative server) and techniques to compensate for the network lag.