Towerborne was originally envisioned as an always-online MMO-lite action RPG brawler. Players would group together with their friends in a shared social space known as The Belfry. From there, players would venture out to the hexagonal world map and enter into 2.5D side-scrolling brawler combat missions. Loot, quests, and an ever-expanding world map provide a compelling "just one more" gameplay loop. The live-service structure meant the game would be ever-changing and expanding with new content and features continuously releasing over time.
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The writer has a simple interface: write(), writev() for batched writes, end() to signal completion, and abort() for errors. That's essentially it.
Why is this the case? There are several reasons, and they all directly stem from WebAssembly being a second class language on the web.