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Bring us your game, and you get people who care about it as much as you do.
Multiplay is the orchestration layer between your matchmaker and global compute, handling scaling, patching, resilience, and live operations so your team doesn't have to.
Multiplay pioneered the hybrid model, orchestrating bare metal and cloud as one system back in the 2010s, and we have run it at scale ever since. One scaling system still picks the right capacity for every session, and you see a single API on top.
You integrate against one API with three calls. We handle the servers, scaling, and hosts behind them.
Matchmaker calls allocate (region, fleet, build config) - Multiplay spins up one game server process on a best-fit host.
Allocator returns IP + port. Matchmaker hands connection details back to the client. Players connect directly to the game server. Match runs.
Session ends process exits, or matchmaker calls deallocate. Allocator releases capacity.
Hosting cost depends on the mix. All cloud means paying elastic rates for capacity that never changes. All bare metal means owning hardware sized for a peak you rarely hit. The sweet spot sits between them, where each session runs where it costs least.
Steady-state runs on owned bare metal at a predictable cost, and cloud covers only the bursts on top. Each session runs where it costs least, so the total lands at the bottom of the curve. This is where most games sit best.
Illustrative annual hosting cost across the bare-metal / cloud mix.
Purpose built technology to deliver the best game server experience for developers and players.
VM, container, and bare metal provisioning, with OS, network, and security policies applied.
Identity, secrets, environment-scoped authorization, a patching cadence, and a compliance posture.
Build configs, mirror and CDN delivery, OS and game patching, build promotion across environments.
Fleet health, drift detection, and alerting. The platform kept healthy on your behalf.
Logs, crash reporting, and tracing, tagged to every allocation, and customer-facing.
The autoscaler. Pre-warmed proactive scaling plus reactive burst.
Sizing for your title, the bare metal and cloud mix, and launch ramp planning.
SDK and matchmaker compatibility. The SDK is optional, and direct API is supported.
A named technical account manager per tier, co-engineering at the architecture level.
30-plus locations across six regions, on owned bare metal and multi-cloud, with redundancy at the region level. A sub-30ms target across major population centers.
Bring us your game, and you get people who care about it as much as you do.