This is based off of @griffpatch's MMO cloud engine. While I have used the idea of using cloud data to transmit data instead of storing data previously, I couldn't have made this properly without looking at griffpatch's project for help. While a lot of this code is pretty much block for block from his, I did add variable buffering and disconnect detection. Theoretically, this can hold an infinite amount of users, but it all depends on how much Scratch can handle. I'll probably use this engine on Among Us.