1. A computer implemented method of providing offline asynchronous user activity in a player versus player online game, the method being implemented by a client computing platform that includes one or more physical computer processors configured to execute computer program instructions, the method comprising: maintaining, by the client computing platform, a connection to a game server, the game server hosting a game space in which the online game takes place, the client computing platform being associated with a first user; storing, at a game state repository on the client computing platform, a game state of the game space, the game state including information related to a first set of one or more virtual entities in the game space associated with the first user and information related to a second set of one or more virtual entities in the game space associated with a second user; storing, at a game logic repository on the client computing platform, game logic for the online game, the game logic being based on the game state; disconnecting, by the client computing platform, from the game server; responsive to disconnecting from the game server: maintaining an expression of the game space in an offline mode at the client computing platform to facilitate continued participation by the first user in the online game while the client computing platform is disconnected from the game server; receiving instructions from the first user via the client computing platform for one or more actions to be taken by the first set of virtual entities in the game space, wherein the one or more actions cause the first set of virtual entities to interact with the game space; and executing the one or more actions in the online game based on the received instructions such that the first set of virtual entities interact with the game space, and such that an outcome of the one or more actions is dictated based on the game logic; establishing a connection, by the client computing platform, with the game server; and verifying the one or more executed actions, wherein verifying the one or more executed actions comprises: determining whether the one or more executed actions affects the second set of one or more virtual entities; and when the one or more executed actions affects the second set of one or more virtual entities, determining whether the one or more executed actions could have occurred based on the information in the game state associated with the second set of one or more virtual entities.