Seamless worlds at MMO scale.
Your engine renders the zone. Realm stitches the world. Cross-server state, seamless zone handoff, distributed entities at boundaries — so a 15-person team can ship what used to need SpatialOS.
Everything a multiplayer game actually needs to launch.
Cross-server world state
Entities live in a global model above Iris. Zone servers render; Realm stitches a single consistent world. One canon, many machines.
Seamless zone handoff
Players cross a boundary without a loading screen. Entity ownership migrates under 50 ms; clients never know.
Distributed entities at borders
A castle that straddles two zones stays consistent. Authority splits by ownership, not geography alone.
Extensible data model
Forge typed schemas let you add game-specific fields without forking the runtime. Admin UI updates itself.
Unreal-first, engine-honest
Wraps Iris where it shines, adds the cross-server layer Unreal doesn't ship. Unity clients supported for hybrid projects.
Global edge routing
Players join the region closest to them; Realm shards their zone ownership behind the scenes.
Realm fits three kinds of teams.
MMO architecture without a dedicated infra team
A 15–30-person studio cannot stand up SpatialOS. Realm gives the architecture; your team owns the game.
Iris handles the zone, Realm handles the world
Keep what Iris does well. Add the cross-server layer it doesn't ship, without writing it again from scratch.
Predictable scale curve for long-lived worlds
Launch with a handful of zones; grow to continents without rewriting the client. Edge capacity billed as you use it.
Sample journeys through Realm.
Synthetic stories — the real customer names land here when their games do.
Realm is composed from three modules.
Seamless stitching above the engine, dedicated hosting underneath, and a typed data model you can extend without forking. Every other PlayServ pillar reads from the same bus.
Cross-server ownership, zone handoff, distributed-entity semantics — composed with Edge routing and Multiplayer Algebra into a single continuous world.
Open spec →Reserved capacity for MMO-scale worlds. Auto-scaling per zone, region-aware routing, burst capacity for live events.
Open spec →Typed schemas you can extend without forking. Entity relationships authored on Canvas. Admin UI regenerates on save.
Open spec →The managed seamless-world layer.
- SpatialOS retired — Improbable pivoted away
- Nakama / AccelByte ship persistence and matchmaking, not zone stitching
- Unreal Iris and Unity Netcode are engine primitives, not platforms
- Custom zone handoff = year-long backend project
- Managed cross-server stitching above Iris
- Seamless zone handoff under 8ms at the boundary
- Distributed-entity authority split by ownership
- One pricing curve: Hosting + CCU + MAU
Realm runs on Hosting + Realtime Scale.
Dedicated hosting starts at $499/mo for reserved capacity; MMO worlds typically run on Growth ($149/mo, 500 CCU) or Scale ($349/mo, 2,000 CCU). Bring your own container and pay for routing only if you prefer.
- Sharedmanaged region poolincluded
- Dedicatedreserved capacityfrom $499/mo
- Bring your ownDocker-compatiblerouting only
- Growth500 CCU$149/mo
- Scale2,000 CCU$349/mo
- Massive10,000+ CCU$799+/mo
- Studiolive game$299/mo
- Progrowing player base$799/mo
- Enterprisestudio-widefrom $2K/mo
Ready to stitch a world?
Start free; upgrade to dedicated capacity when your zones go public.
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