Pillar · Realm

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.

What you get

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.

Who it's for

Realm fits three kinds of teams.

CTO / VP Engineering

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.

Unreal server programmer

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.

Technical Director

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.

Where Realm fits

The managed seamless-world layer.

Without PlayServ
  • 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
With PlayServ
  • 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
Pricing

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.

See full pricing →

Ready to stitch a world?

Start free; upgrade to dedicated capacity when your zones go public.

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