Live ops without engineering.
Events, economy tuning, and analytics authored on a Canvas — not in a ticket queue. Game Designers edit; the game updates. The engineering team gets their sprint back.
Everything a multiplayer game actually needs to launch.
Author events on a timeline
Schedule seasons, offers, and promotions visually. Cascades into configs, cloud functions, and analytics automatically.
Tune economy without redeploying
Drop rates, currency prices, reward curves — all live-editable from Canvas. Changes land in under 50 ms on every connected client.
A/B and segment from the same canvas
Split cohorts, hold out countries, ramp rollouts. The Designer owns the experiment; the engineer stays off the on-call rotation.
One timeline across regions and platforms
Schedule once; the platform applies the same season to iOS, Android, PC, and console without a second integration.
Preview before players see it
Run an event on a staging cohort. Swap it into prod when it reads the way the designer wrote it.
Same event bus as Analytics
Every change emits a signal. The dashboard you need to measure the event is the dashboard you already have.
Stage fits three kinds of teams.
File fewer tickets, ship more events
You design the season; you ship it. No JIRA hand-off, no Tuesday deploy window, no staged Slack thread.
One calendar for every platform
Schedule a season once; the runtime applies it everywhere. Rollback is a click, not a hotfix.
Experiments authored next to the metric
A/B a drop rate, watch retention move, decide in the same tool. Engineering only appears when the test ends.
Sample journeys through Stage.
Synthetic stories — the real customer names land here when their games do.
Stage is composed from two modules.
Seasons schedules and rolls out; Canvas authors the rules visually. Together they hand the LiveOps timeline to the designer without removing engineering's safety nets.
Timeline-based event planner. Schedule, preview, segment, rollback. Emits signals for Lens on every transition.
Open spec →Node-and-wire authoring surface. Configure reward curves, cloud functions, and storefronts visually. Compiles to authoritative runtime rules.
Open spec →Live ops without the engineering queue.
- Balancy covers LiveOps but no AI-composed campaigns
- PlayFab LiveOps locked inside Microsoft ecosystem
- AWS GameKit LiveOps tied to AWS
- Beamable's future uncertain after Skillz acquisition
- AI assistant composes campaigns by voice or text
- Visual Canvas timeline driven by game designers
- No engineering ticket per drop-rate change
- Same event bus as Analytics, Vault, and Sync
Stage is bundled into the Platform tier.
Seasons and Canvas are included on every Platform tier. Free covers up to 1,000 MAU. Studio ($299/mo) is the common tier for a live game. Upgrade happens when your player base does, not when your designer adds an event.
Hand the timeline to the designer.
Free up to 1,000 MAU. Upgrade when retention does.
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