The platform behind your live game
Multiplayer, LiveOps, Identity, Payments, and Analytics. One event bus underneath. Pick what you need today. Plug in the rest when you're ready.
Modules
Six places to start
Each one bundles several modules underneath.
Stories
How studios use it
Sample journeys built around real workflows. Pick the journey closest to your studio.
Roadmap
Shipped and coming next.
Q2 2025
Q2 2025
Pulse — Real-time Config & Feature Flags
Toggle features and update game config without a new build.
Cloud Functions & Unity Magic Mode
Server-side logic, callable from Unity with one attribute.
Declarative Multiplayer for Unity
[Sync]on any field replicates it to every player.Authentication
Player identity.
Unreal Slice on Lambda Runtime
Dedicated server fleet for Unreal projects.
MCP — first AI surface
Claude and other MCP clients can already read and write your project — create and populate data models, push Pulse configs, schedule Seasons events.
Q3 2025
Q3 2025
Base Analytics
Lens dashboards for retention, monetization, and game health.
Observability Foundations
Platform-side monitoring so studios know when something's wrong before players do.
Dynamic Admin UI
The dashboard you'll land in when you sign up. Stabilising this quarter.
Upload your GDD, get a backend config
The MCP-driven onboarding flow. Drop a game-design doc into the project, get a working backend.
RUDP + more auth providers
Lower-latency multiplayer protocol. Apple / Google / Steam on the auth side.
Talk to us. 20 minutes.
Bring your stack diagram or your migration spreadsheet. We'll show you where PlayServ slots in.