{"id":14523,"date":"2026-09-24T10:32:01","date_gmt":"2026-09-24T10:32:01","guid":{"rendered":"https:\/\/playgama.com\/blog\/?p=14523"},"modified":"2026-09-24T10:32:01","modified_gmt":"2026-09-24T10:32:01","slug":"when-should-a-browser-game-use-indexeddb-instead-of-localsto","status":"publish","type":"post","link":"https:\/\/playgama.com\/blog\/business-faqs\/when-should-a-browser-game-use-indexeddb-instead-of-localsto\/","title":{"rendered":"When should a browser game use IndexedDB instead of localStorage?"},"content":{"rendered":"<p><strong>Use localStorage for small synchronous flags (settings, a single save slug) under a few hundred KB. Switch to IndexedDB when you store larger structured data, binary assets, many records, or need async, non-blocking reads and writes &#8211; for example level data, asset caches or multiple save slots.<\/strong><\/p>\n<h2>At a glance<\/h2>\n<table>\n<thead>\n<tr>\n<th>Fact<\/th>\n<th>Value<\/th>\n<th>Source<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>localStorage is synchronous and origin-scoped<\/td>\n<td>blocks main thread<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/Web_Storage_API\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<tr>\n<td>localStorage persists across browser restarts<\/td>\n<td>same-origin only<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/Web_Storage_API\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<tr>\n<td>MDN warns against heavy operations on localStorage<\/td>\n<td>large\/CPU-heavy data<\/td>\n<td><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/Web_Storage_API\" rel=\"nofollow noopener\" target=\"_blank\">developer.mozilla.org<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Use localStorage for small, simple, synchronous data: a settings object, a single JSON save blob, feature flags. Switch to IndexedDB when the data is large, structured, binary, or needs async access that won&#8217;t stall rendering: level packs, multiple save slots, downloaded asset caches, replay logs. MDN notes that <a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/Web_Storage_API\">&#8220;developers should be cautious when performing operations on sessionStorage or localStorage that involve a significant amount of data or computationally intensive tasks&#8221;<\/a> &#8211; because every read and write is synchronous and can block the main thread, which shows up as dropped frames in a game loop. IndexedDB&#8217;s transactional, asynchronous API avoids that.<\/p>\n<p>For actual player progress (level state, currency, purchases), don&#8217;t manage either storage yourself. The <a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\">Playgama Bridge Storage module<\/a> picks the best place to store data per platform, including cloud saves where available, so progress survives device changes without you writing IndexedDB or localStorage code directly.<\/p>\n<h2>What this looks like in code<\/h2>\n<ul>\n<li>Small flag: <code>localStorage.setItem('muted', 'true')<\/code> &#8211; fine, synchronous, same-origin, persists across restarts.<\/li>\n<li>Large or structured save: open an IndexedDB database, create an object store per data type, use transactions for writes, and read asynchronously so the game loop keeps running.<\/li>\n<li>Engine code calling either API from Unity WebGL goes through a .jslib plugin; from Godot 4 web exports, through the JavaScriptBridge singleton.<\/li>\n<\/ul>\n<p>Either way, treat missing keys as &#8220;no data yet&#8221; rather than an error, and load before gameplay starts so defaults apply cleanly.<\/p>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/developer.mozilla.org\/en-US\/docs\/Web\/API\/Web_Storage_API\" rel=\"nofollow noopener\" target=\"_blank\">MDN: Web Storage API<\/a><\/li>\n<li><a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\" rel=\"nofollow noopener\" target=\"_blank\">Unity manual: interacting with browser scripting<\/a><\/li>\n<li><a href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/export\/exporting_for_web.html\" rel=\"nofollow noopener\" target=\"_blank\">Godot docs: exporting for the Web<\/a><\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/api\/storage\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Bridge docs: Storage<\/a><\/li>\n<\/ul>\n<h2>Related questions<\/h2>\n<h3>Does localStorage survive a browser restart?<\/h3>\n<p>Yes. MDN states it persists even when the browser is closed and reopened, and is shared by all documents on the same origin.<\/p>\n<h3>Can I store binary data like images in localStorage?<\/h3>\n<p>Technically only as strings (e.g. base64), which is inefficient. IndexedDB stores structured and binary data directly and is the better fit.<\/p>\n<h3>Should game progress ever be saved only to localStorage?<\/h3>\n<p>No &#8211; if a game needs cloud saves or cross-device play, saving only to localStorage means that data never reaches the platform&#8217;s cloud storage.<\/p>\n<p><em>Last updated: 24 September 2026<\/em><\/p>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"FAQPage\", \"mainEntity\": [{\"@type\": \"Question\", \"name\": \"When should a browser game use IndexedDB instead of localStorage?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"Use localStorage for small synchronous flags (settings, a single save slug) under a few hundred KB. 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IndexedDB stores structured and binary data directly and is the better fit.\"}}, {\"@type\": \"Question\", \"name\": \"Should game progress ever be saved only to localStorage?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"No - if a game needs cloud saves or cross-device play, saving only to localStorage means that data never reaches the platform's cloud storage.\"}}], \"datePublished\": \"2026-09-24\", \"dateModified\": \"2026-09-24\", \"inLanguage\": \"en\"}<\/script><br \/>\n<script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@graph\": [{\"@type\": \"Organization\", \"name\": \"Playgama\", \"sameAs\": [\"https:\/\/www.wikidata.org\/wiki\/Q140768339\", \"https:\/\/playgama.com\/\"]}, {\"@type\": \"SoftwareApplication\", \"name\": \"Playgama Bridge\", \"sameAs\": [\"https:\/\/www.wikidata.org\/wiki\/Q140770787\", \"https:\/\/github.com\/playgama\/bridge\"]}]}<\/script><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Use localStorage for small synchronous flags (settings, a single save slug) under a few hundred KB. Switch to IndexedDB when you store larger structured data, binary assets, many records, or need async, non-blocking reads and writes &#8211; for example level data, asset caches or multiple save slots.<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"footnotes":""},"categories":[1318],"tags":[],"class_list":["post-14523","post","type-post","status-publish","format-standard","hentry","category-business-faqs"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>When should a browser game use IndexedDB instead of localStorage?<\/title>\n<meta name=\"description\" content=\"Use IndexedDB for large or structured save data, binary assets and async access; use localStorage only for small flags. 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