Evolve your backend infrastructure for the next generation of multiplayer games with container-based game server orchestration and specialist engineering services.
Our customers include Bohemia Interactive, Snail, Scavengers Studios, The Farm, Battle State Games, Triternion, Gamepires and more.
“Not only did they provide servers, but also knowledge of scaling multiplayer games. They helped us a lot during the development process. The release of SCUM was a huge success – they tripled the number of servers within hours, helping us reach a total of 70,000 CCU on launch day.”
– Andrej Levenski, Technical Director & Co-Founder, Gamepires. SCUM.
For any game developer with multiple global teams, it’s a technical challenge to manage backend operations comprehensively while trying to keep focused on creating content.
Toadman Interactive knew that the right technology ecosystem would help to support operations for its games, allowing them to simplify and drive efficiencies in their development and distribution. To find out more, check out the case study.Learn more
Access all the compute you need through a single provider with container-based orchestration that brings together the cost-efficiency of bare metal with the flexibility of cloud.
We minimise game server costs by finding you the right mix of bare metal and cloud servers throughout your game’s lifecycle. By using our orchestration technology to combine them both, you can save more than 50% compared with cloud-only operations.
With operations specialists on three continents monitoring your game all day, every day, we'll identify and resolve issues before they impact players.
We worked with RETO MOTO to develop a reliable, cost-effective game server operations solution that was tailor-made for Heroes & Generals. It would let them reach players in Russia and around the world, scale their game as far and as fast as necessary, and save up to 50% in costs.Learn more
Insurgency: Sandstorm earned an 85% approval rating on Steam and over 58,000 positive user reviews. Yet as NWI saw its player figures spiking, the studio’s server operation costs spiralled month after month.
Concerned about increasing costs, CEO Keith Warner and his team made it a priority to gain greater insight into NWI’s server operations and take control of their spending.Read case study
We want to make game server costs as straightforward, transparent and predictable as we can.
That’s why we’ve arranged our pricing so that you only pay for server usage – not the fully managed operations service you also get. This way, your costs will depend simply on how many bare-metal machines or cloud vCPUs you use and how long they’re provisioned for. (You can dig into the different options for bare metal and cloud in our documentation.)