The reactive game backend

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.

Unity · Unreal · JS·MCP-ready

Stories

How studios use it

Sample journeys built around real workflows. Pick the journey closest to your studio.

Roadmap

Shipped and coming next.

Updated

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

  • 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.

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