* 57-query game-workload benchmark vs SQLite (50,000 players). See the methodology →
The features that quietly eat your sprints
It always starts simple. Then the data spreads across scripts, the edge cases pile up, and the "quick" feature owns your week — the same way, every project:
A shop or inventory that should've taken a day takes a week.
The same systems — inventory, quests, progression — rewritten from scratch in every new project.
Game data spread across managers, ScriptableObjects and singletons — impossible to follow.
OnChanged events wired by hand; miss one subscription and the UI shows the wrong thing.
Touch one feature and three others break — and nobody is sure why.
Lists you loop over every frame, until the GC starts spiking.
Describe your data — don't wire it by hand
Underneath, every one of those is the same thing: game data hand-wired across your scripts. ConjureDB lets you describe your data and the queries you need — players, items, scores — in one place, and generates the fast C# that used to sprawl across a dozen MonoBehaviours. You get clean, reusable systems, and the speed comes for free.
Four wins from the same decision
Features that travel between games
Behind a declarative schema, a feature owns its data on its own terms — not welded into one game's managers and presenters. Build a shop or inventory once and carry it into the next project.
Why it matters →Fast lookups, not per-frame loops
ConjureDB indexes your data and picks the fast path for every query, so the lookups you'd otherwise write as loops over lists don't cost you frames. You say what you want; it finds the quickest way there.
How it works →Views that stay fresh by themselves
Incremental view maintenance keeps leaderboards and inventories current by applying only what changed — no manual invalidation, no refresh-order bugs, cost that scales with edits not data size.
Reactive queries →AOT-safe, allocation-lean C#
It compiles to plain C# — no runtime codegen, no reflection on the query path — so it survives IL2CPP and a tight mobile frame. The query hot path is allocation-free; if you do not trust it, read the generated code.
See performance →Less to reinvent. Less to untangle.
Features stop being from-scratch rebuilds and become things you declare once and reuse across titles. The coupling that makes a growing game unmanageable goes away — so your team spends its time on the game, not on rebuilding its plumbing. Better architecture that costs you neither frames nor the same feature twice.
Fast — and willing to show its work
In a 57-query game-workload benchmark against SQLite (50,000 players), all 56 production queries ran 50× or faster, none slower. Numbers depend on your workload and hardware — so we publish the methodology and tell you to benchmark your own scenario.
One project, read at every altitude
CEOs & Producers
Build a system once and reuse it across every title, instead of paying to rebuild the same features for each new game.
CTOs & Tech Leads
A cost-based optimizer and incremental view maintenance, with explicit, honest limits and inspectable, generated code you can read.
Senior Developers
A schema-first DSL, compiled queries and mutations, indexing you control, and zero-allocation editors — with examples to copy from.
Read the full argument
From the shop screen that depends on everything to a compiled data layer — the case for ConjureDB, and the honest limits, in one read.