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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More on this story Menopause linked to Alzheimer's-like brain changes
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If you're an early adopter looking to try out AR glasses, it's hard to argue with the $299 price tag. For reference, Xreal recently launched a more affordable version of its glasses called the Xreal 1S, priced at $449.
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