Build a browser-based SQL game with SQLite compiled to WebAssembly, run queries in a Web Worker, and send bounded results back to the game interface. Use an in-memory database for disposable sessions; choose persistent browser storage only if players must keep progress after closing or refreshing the game. Persistence support varies by browser, and neither a Worker nor WebAssembly removes the need to control query costs.
Choose the database design around the game
Start by deciding what SQL is for in your game: which tables players can inspect or change, whether puzzles start from a known dataset, and whether progress must survive a reload. Keep anything that must remain authoritative—such as server-owned multiplayer state—outside the learner-controlled client database.
| Approach | Best fit | Trade-off |
|---|---|---|
| sql.js with an in-memory database | Teaching demos, short sessions, or games that reset on reload | Its documented default is memory-only. Serialize or export data, or add a persistence layer, if state must survive reloads. sql.js documentation |
| SQLite Wasm with OPFS from a Worker | Games that need a durable local database between visits | Requires Worker-based loading and browser capability checks. Storage limits and compatibility vary by browser and device. SQLite Wasm persistence documentation |
| Run SQL on the main thread | Very short initialization or tightly bounded, tiny operations | Long-running queries can interfere with rendering. SQLite recommends considering a Worker when operations might affect the UI. SQLite browser tutorial |
There is no published benchmark for this exact small-game workload in the cited material. Measure startup, query responsiveness, and result handling using your actual game and target devices rather than assuming a universal database-size or latency threshold.
Build the smallest useful execution path
1. Prototype with sql.js
For a transient session, sql.js provides SQLite operations in the browser, including database creation, SQL execution, parameterized statements, and Worker execution. Its default database is a virtual file held in memory, so changes do not persist automatically. sql.js usage documentation
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2. Serve the application over HTTP or HTTPS
In its default WebAssembly configuration, sql.js needs its Wasm binary as a separate asset. Configure the asset location with locateFile as shown in its documentation, and verify that the file is served from the expected path. Do not rely on opening the app as file://: SQLite’s browser tutorial warns that browsers may refuse to load Wasm in that context. sql.js loading documentation SQLite browser tutorial
3. Put query work in a Worker
Give the game UI a narrow message protocol rather than direct access to database internals. Useful messages include opening or resetting a game database, executing a query, and returning rows or a structured error. Where practical, support replacing the current game session so a stalled puzzle can be abandoned. The sql.js documentation demonstrates Worker messages for opening a database and executing SQL. SQLite notes that Workers can keep long-running operations from interfering with UI rendering. sql.js Worker API SQLite browser tutorial
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4. Return only what the game needs
Set an application-level maximum for rows and data returned to the interface. Large result sets can consume memory and make message transfer or rendering expensive even when the database itself is small. Show a clear, recoverable error when a query exceeds the game’s limits.
Set boundaries for player SQL
SQL submitted by a player can still consume substantial CPU or memory, or produce more results than the game can use. WebAssembly runs in a sandboxed environment under the browser’s embedding policies, but that is not a substitute for an application resource budget. WebAssembly security documentation
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- Choose limits for database size, query duration, memory use, and returned rows based on the game’s supported statements and devices.
- Use SQLite limit controls where the selected build exposes them. SQLite’s security guidance discusses limits as a defense against resource-intensive SQL; test your chosen settings against the statements your game allows. SQLite security guidance
- Decide whether each player action accepts one statement or multiple statements. sql.js documents that
db.runcan execute multiple SQL statements, so enforce a one-statement rule or an allowlist yourself if that better fits the puzzle. sql.js usage documentation - Keep game-authoritative state and secrets out of the client database. Treat player-editable data as untrusted input, and provide a predictable reset to restore a puzzle’s starting state.
Add persistence only when the game needs it
If saved worlds or progress must remain between visits, evaluate SQLite Wasm’s OPFS-backed storage from a Worker. Do not assume it is available everywhere: SQLite documents browser-dependent storage limits, Worker requirements for its OPFS implementation, and compatibility constraints for some browser versions. SQLite Wasm persistence documentation
Detect the required browser capability before choosing that path. If it is unavailable, offer an in-memory session or an explicit export/import flow rather than silently promising durable saves. Test reloads, storage failures, and recovery behavior on every browser and device you intend to support.
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Test the delivery path and player experience
Use a development or production web server when testing Wasm loading, not a local file:// URL. Then test on representative target devices for Wasm startup time, query responsiveness, large-result handling, resets, reload behavior, and persistence failures. SQLite notes that usable database size depends on browser and device, so testing on the actual support matrix matters. SQLite browser tutorial
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