Match services
Create queues and sessions using agreed skill, region and party rules.
Backend services for matchmaking, sessions and player state, designed to integrate with an existing game client and its networking model.
Capability Example
A player's connection drops while the authoritative match session continues.
Illustrative data. Nothing is sent to an external system.
1Player authenticated
2Active match: M-104
3Session directory located
Authenticate the returning player and locate the active session.
1Authoritative revision: 217
2Client acknowledges snapshot
3Stale inputs rejected
Send a current state snapshot and acknowledge its revision.
1Client synchronized
2New inputs accepted
3Progression remains server-owned
Accept new inputs only after the client has resynchronized.
A resumed session or a clear expiry result, without trusting stale client state.
Create queues and sessions using agreed skill, region and party rules.
Store progression, entitlements and results behind authenticated operations.
Observe active sessions, investigate failures and deploy service changes safely.
Decide which system owns movement, inventory and match outcomes before defining messages.
Concurrent sessions, tick rates and regional latency targets drive hosting and load tests.
This scope is backend infrastructure. Complete multiplayer game development can include client gameplay, art and the full player experience.
Yes, subject to its transport and hosting constraints. We start with a client-to-server integration prototype.
Share the game client, authority model and expected session size and concurrency.
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