Discover how Edgegap works

Discover how Edgegap works

Best Type of Game Server for Each Game Genre and Mode

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Published

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Last reviewed for accuracy

Last reviewed for accuracy

Last reviewed for accuracy

Edgegap Insights Series banner reading “Best Type of Game Server for Each Game Genre and Mode”, showing five setups on an arrow from player-hosted, where the host owns the match, to server-authoritative, where the server owns the match: peer-to-peer, shared relay, extensible relay, multi-room game server and dedicated server.

Key Insights

Key Insights

Key Insights

In short: The best game server depends on who your players play with. Peer-to-peer and shared relay services cost nothing to host, but they can leave matches open to cheating and hacking.

Setups that run on a server come in three tiers, each with its own trade-off. An extensible relay fits players who trust each other, and the host’s game owns the match until you add game logic. A multi-room game server gives server authority to games that can share a process, with many matches side by side. A dedicated server gives each session its own server, sized from a light match to a full simulation, either session-based or persistent.

By genre and mode:

  • Extensible relay: Co-op and party games among friends.

  • Multi-room game server: Card, turn-based, RTS, MOBA, sports, racing, casual mobile and web games.

  • Dedicated server, session-based: Shooters, battle royales, realtime PvP, fighting games, VR and Web3.

  • Dedicated server, persistent: MMOs, survival and sandbox worlds.

See the full table by genre and mode below, with a runner-up for each.

  • Who owns the match decides most trade-offs: In peer-to-peer and currently available shared relay services, the host player’s game holds the match state. The host can still modify the binary to cheat and ends the match by leaving, and every other player syncs with the host’s game, so the farther a player is from the host, the worse their latency and the less fair their match.

  • A cheater ruins everyone’s fun, casual or ranked: A casual match may not have a rank to protect, but one player who edits the match still affects everyone in it: any progress, rewards or items at stake, and the fun of playing. Bloody Bastards, a mobile game with more than 40 million downloads, saw cheating its studio describes as rampant while it ran on peer-to-peer. Relays fit players who trust each other; matches with strangers need server authority.

  • Relays are a network fix: A relay gets players through NAT and hides their IP addresses, but it doesn’t stop cheating unless you add game logic, which only a relay you run lets you do.

  • Servers improve connection reliability and remove dependence on host availability: Every player connects to a server no player controls, which avoids most of the NAT issues common on mobile, and no match stops because one player left. Deployed nearest to all of a match’s players, a server also lowers latency and makes the match fairer.

  • A game server scales with the game: The same dedicated server can run a light match on 0.25 vCPU, a full simulation, or a persistent world on a 14.7 vCPU Private Fleet host, and multi-room servers fit many light matches in one process.

Every multiplayer game has to answer the same question: whose machine decides what happened in a match? The answer shapes cheating, fairness, what happens when a player leaves, and what the game costs to run.

This guide summarizes and compares the five main potential setups developers can choose between, what each one fits, and when to consider another setup.

For a deeper look at the network models themselves, see Edgegap’s guide to authoritative servers, relays and peer-to-peer.

Decision flowchart, answered from the top: if players only play with friends or people they trust, use an extensible relay; if matches can share one process, as in card, turn-based, RTS, MOBA, sports or racing games, a multi-room game server; if the world stays up as players come and go, a persistent dedicated server; otherwise, a session-based dedicated server, one match per server near its players. Matches with strangers belong on a server, reached through a matchmaker, a server browser, or both.

The Five Setups at a Glance

All five share one shape, client-server: every player connects to one copy of the game that decides what happened. What changes is who runs that copy, a player’s game or a server, and how much it does. In peer-to-peer and relays, the “server” is the host player’s game, a model often called host-client.

Three panels comparing how a match is carried: in peer-to-peer the host’s game owns the match and other players connect to it; with a shared relay service every guest takes two hops through the relay to the host; with a dedicated server every player connects in one hop to a server placed near them.

Setup

Who owns the match

Best for

Benefits

Limits

Peer-to-peer

A player’s device

Prototypes, game jams, non-commercial releases, local or LAN-style play

• No hosting bill

• Host can cheat
• NAT failures
• Exposed IPs
• Match ends when the host leaves

Shared relay service (e.g., Steam, Epic Online Services, Unity Relay)

The host player

A network solution for connections that fail

• Secure: hides player IPs
• Avoids most NAT issues

• Host still owns the match and can cheat
• Route and uptime tied to one provider’s network

Extensible relay (e.g., LightNet), on a dedicated server

The host player, until you add game logic

Co-op, mobile and hybrid-casual games, and private rooms among players who trust each other

• Secure: hides player IPs
• Avoids most NAT issues
• Your own route, locations and code
• Can stop cheating if game logic is added to it

• Match ends when the host leaves: host migration isn’t built in

Multi-room game server

The server

Games that can share a process, such as RTS, MOBA, sports, racing, card and turn-based games

• Stops host cheating: the server owns the logic
• Secure: hides player IPs
• Avoids most NAT issues
• No host migration needed: the match survives anyone leaving
• Many matches in one process

• Likely a central location per server, so players far from it get worse latency and fairness

Dedicated server (session-based or persistent)

The server

Session-based: matches that each need their own server, from light to full simulations
Persistent: worlds that stay up as players come and go

• Stops host cheating: the server owns the logic
• Secure: hides player IPs
• Avoids most NAT issues
• No dependence on host availability
• Placed nearest to each session’s players
• Scales from 0.25 vCPU to a full simulation or a persistent world

• One session per deployment
• Resource use grows with the simulation

1. Peer-to-Peer

What it is: In most games that ship it, peer-to-peer means host-client. One player’s game holds the match state and acts as the server while that player plays, and everyone else connects to them. A smaller family of games, mostly strategy and fighting games, runs every simulation on every machine and exchanges only inputs, in lockstep or with rollback.

Fits: Prototypes, game jams, non-commercial releases, local or LAN-style play, and small sessions among friends.

Benefits:

  • No hosting bill: Players supply the hardware and the bandwidth.

  • Quick to start: Most engines support a host mode, often called a listen server.

Limits:

  • Connections fail: Most players sit behind a router doing network address translation (NAT). Hole punching often fails on strict routers and carrier-grade NAT, common on mobile networks.

  • The host can cheat: Whoever holds the match state can change it, by editing values in memory, lag-switching or reporting a result that never happened.

  • Players see each other’s IP addresses: That exposes them to denial-of-service attacks from the players they’re matched with (P2P’s hidden costs).

  • The host leaves, the match ends: Unless the game builds host migration. Highwire Games estimated host migration for Six Days in Fallujah at one extra developer and one extra tester, around $15,000 a month (Live Service Game Summit talk, September 2024).

Peer-to-peer can also cost latency, because the direct route between players isn’t always the shortest. In a 2020 analysis of 122,000 peer-to-peer matches from a 1v1 console game, routing each match through a server placed between the two players lowered average round-trip time by 23% in 70% of matches (1v1 report).

Consider another setup when: Players report they can’t join each other. That is the problem a relay was built for.

2. Shared Relay Service (e.g., Steam, Epic Online Services, Unity Relay)

What it is: A relay server forwards traffic between players who can’t reach each other directly. Every player connects out to the relay, which passes packets between the host and the guests. A shared relay service is one run by a platform for every game on it.

Fits: A network solution for connections that fail, in a game already built host-client.

Benefits:

  • Avoids most NAT issues: Nobody has to accept an incoming connection, so NAT and firewalls stop blocking players.

  • Secure, hides player IP addresses: Players connect to the relay, not to each other.

  • Little to integrate: Platform SDKs often bundle the relay with lobbies.

Limits:

  • The game is still player-hosted: The relay runs no game logic. The host can still cheat, still plays with no network delay, and still ends the match by leaving.

  • Every guest takes two hops: Guest to relay to host, then back. Where the relay sits sets each guest’s latency, and the more players are far from a relay location, the less fair the match. Web games feel it most: browsers using WebSockets can’t connect player to player at all, so every packet of every match goes through the relay, and WebRTC falls back to a relay, a TURN server, whenever a direct connection fails (relay server).

  • One provider’s network sets the route and uptime: Evaluating Epic Online Services’ free relays, Michal Buras of Highwire Games found “absolutely no control over how those players are routed” (Live Service Game Summit talk, September 2024). He also showed lobby data on that setup read in plain text with a common debugging tool. The route and its uptime are tied to that provider’s network.

Consider another setup when: You want the route, the locations and the code on the relay to be your call.

3. Extensible Relay (e.g., LightNet)

What it is: A relay you run on a dedicated server, with the option to extend it by adding game logic. Add game logic and it becomes a multi-room dedicated server with relay-like resource efficiency. Out of the box, it is a relay first: it forwards traffic, and the host’s game owns the match. Edgegap’s LightNet relay guide runs one for host-client Unity games, with players hosting and joining through a room code.

Fits: Players who trust each other: co-op, friends and private rooms. Within that, mobile and hybrid-casual games, TCGs and realtime PvP without server logic.

Benefits:

  • Secure, hides player IP addresses: Everyone connects out to the relay, which closes the door on attacks on a player’s connection, such as flooding the host.

  • Avoids most NAT issues: No port forwarding, including on mobile networks.

  • Your route, your locations: You deploy the relay where your players are.

  • A network serving only your game, on many clouds: A routing change or outage on another relay network doesn’t reach it. On a multi-cloud platform such as Edgegap, with 17+ providers, a new relay can start on another provider if a location fails.

  • Your own code: Shared relay services don’t let you add code. On your own relay, you can add logic such as room passwords or player checks, rate limits, kick and ban, room data, telemetry, or hooks to your lobby. None of it ships in the sample, so each one is yours to write.

  • Can stop cheating once you add game logic: As shipped, the host’s game holds the match state, so a cheater can still ruin a match for everyone. Adding gameplay validation gives it server authority on the same code and deployment, as described below.

  • No rewrite to start: Your host-client netcode stays as it is, and one relay serves many rooms at once.

Limits, as shipped:

  • The match ends when the host leaves: Host migration isn’t built in, so the game has to provide it. In the LightNet sample, the relay also closes the room.

  • It doesn’t encrypt traffic: The LightNet sample’s transports are plain TCP and UDP.

  • No matchmaking or scaling on its own: Players share room codes, and you choose where relays run.

Extensible relay in three steps: a relay as shipped forwards traffic and the host’s game owns the match; adding logic that isn’t gameplay, such as passwords, rate limits or telemetry, keeps it a relay; adding gameplay validation, such as hits, results and economy, turns it into a multi-room game server.

Where the line sits: Logic that isn’t gameplay, such as passwords, rate limits or telemetry, keeps it a relay. Validating gameplay, such as hits, results or an economy, turns it into a multi-room game server, the next step. As Michal Buras put it, “If you’re computing, it’s not a relay server anymore.” That move is possible, but it is real work: the relay only sees raw netcode traffic, so it has to learn to read your game’s messages before it can check them.

Hosting: Edge Cloud suits on-demand use, development, playtests and pre-production. At scale, Private Fleets are usually more cost-effective for relays that run around the clock: reserved hosts in 58 locations, with 6 TB of egress included per host. On either, recycling relays regularly is best practice.

Consider another setup when: Your players start meeting strangers, or you want the server to decide what happened.

4. Multi-Room Game Server

What it is: A multi-room game server is one server process that hosts many matches at once, each in its own room with its own state and players. The process’s fixed costs, such as the engine and loaded game data, are paid once and shared across every room. It is also where an extensible relay lands once you add gameplay validation to it.

Fits: Games that can share a process: turn-based, card, puzzle and casual games, RTS games, which often run in lockstep, MOBAs, which have no heavy physics but need an authoritative server, and many sports and racing games, plus lobbies and social spaces.

Benefits:

  • Stops host cheating: The server owns the logic and decides what happened.

  • Secure, hides player IP addresses, and avoids most NAT issues: Every player connects out to the server.

  • No host migration needed: The match survives anyone leaving.

  • Many matches per process: Room-based frameworks such as Colyseus and Nakama do it by design, and Mirror can give each match its own subscene. Edgegap sets no process limit: a deployment runs as many processes and rooms as its CPU and memory allow.

  • Flexible sizing: On a service like Edgegap, servers start at 0.25 vCPU and go up to a 14.7 vCPU Private Fleet host. You size by rooms per vCPU, measured in a profiled build, rather than by match.

  • Simple scaling: A matchmaker backfills players into an open room, or deploys a new server when no room fits.

Limits:

  • Likely a central location: A multi-room server’s location is chosen once, at start, and it often runs centrally, where players are dense. If the central model is used, players far from it get worse latency and fairness than players close to it.

  • Rooms must be kept apart in code: Converting a single-match server means shared state, from singletons to physics, has to become per room. Unreal usually runs one match per process.

Consider another setup when: Each match needs its own server near its players, or the world has to persist while players come and go.

5. Dedicated Server

What it is: A dedicated server runs one session per deployment, on a server no player controls. It takes over the host’s role, so for a game built host-client, the host’s logic can often run as a headless build. A light match and a full simulation run on the same kind of server; what changes is how much CPU it needs, which usually starts high and comes down as the team optimizes. A dedicated server sized for a light match is sometimes called a small dedicated server.

It comes in two variants, best compared by how they behave rather than by genre:


Session-based

Persistent

Lifetime

One match, usually under 2 hours

As long as the world stays up, recycled regularly as best practice

State

Discarded when the match ends

Kept as players come and go

Sessions per deployment

One match

One long-lived world or shard

Resources

From 0.25 vCPU for a light match to a full simulation

Up to a 14.7 vCPU Private Fleet host, or custom hardware

Where it runs best

Placed per match near its players, on demand

Reserved capacity on Private Fleets

Fits:

  • Session-based: Shooters, battle royales, realtime PvP, competitive and ranked modes, fighting games, VR and XR, Web3, co-op with strangers, and mobile and hybrid-casual PvP.

  • Persistent: MMOs, survival and sandbox worlds, and social hubs.

Benefits:

  • Stops host cheating: Clients send inputs and the server decides outcomes, which closes the cheats that rely on a player owning the game state. Server authority doesn’t stop aimbots or wallhacks on its own, since those run on the player’s machine, so server-side checks sit alongside client-side anti-cheat.

  • Reliable connections, no dependence on host availability: Every player connects to a server no player controls, which hides player IPs and avoids most NAT issues. No host can leave, so no host migration is needed.

  • Placed for the players in the session: Each session-based server starts where it best serves that match’s players. Independent replays of a studio’s live traffic measured a 58% average latency reduction for dedicated server placement against public-cloud relay placement (platform data, 18 September 2026).

  • Scales with the game: Fractional vCPU sizing starts at 0.25 vCPU for a light match. At the other end, a full simulation runs physics, movement and hit detection at a fixed tick rate for 2 to 100 or more players, and persistent worlds and MMOs run the same way: The Isle, Afterthought LLC’s open-world dinosaur survival game with 100+ players per server, runs its persistent servers on Edgegap, and Loftia, Qloud Games’ cozy MMO, scaled hundreds of game servers, including hubs of up to 100 simultaneous players, through its closed beta.

Limits:

  • One session per deployment: Each session-based match starts and stops its own server, so it relies on an orchestrator that starts servers quickly and places them by player.

  • Resource use grows with the simulation: A card game hosted like a battle royale overpays; light games often fit better on a multi-room server.

Hosting: Session-based games often run a hybrid: a reserved fleet for a cost-effective share of overall traffic, and on-demand capacity for everything above it. Persistent worlds suit Private Fleets.

Bloody Bastards, a mobile game with more than 40 million downloads, moved from host-trusted peer-to-peer, where its studio describes cheats as rampant, to authoritative servers and a matchmaker, with “zero cheaters since” (Edgegap blog, 2026).

Which Setup Fits Each Game Genre and Mode?

Genre or mode

Best setup

Runner-up

Why

Co-op

Extensible relay

Dedicated server, session-based

Friends trust each other; once co-op matches strangers or carries progression, a server should own it.

Party games

Extensible relay

Multi-room game server

Friends in private rooms; public lobbies can share one process.

Mobile and hybrid-casual

Multi-room game server

Dedicated server, session-based

Many short, light sessions share one process; realtime PvP modes get a server of their own.

Realtime PvP

Dedicated server, session-based

Extensible relay

Fairness depends on every player being one hop from a server near them; private matches among friends can use a relay.

Fighting games

Dedicated server, session-based

Extensible relay

Rollback works on dedicated servers too, as Rivals of Aether 2 shows; private lobbies between friends can use a relay.

Competitive or ranked

Dedicated server, session-based

Multi-room game server

A rank is worth cheating for, so the server runs the match; ranked card or turn-based modes can share a process.

Shooters and battle royales

Dedicated server, session-based

Extensible relay

Movement and hit detection run on the server at a fixed tick rate; private custom matches among friends can use a relay.

MOBA

Multi-room game server

Dedicated server, session-based

No heavy physics but a match worth protecting, so matches can share an authoritative process; modes that need it can get a server each.

Sports and racing

Multi-room game server

Dedicated server, session-based

Matches often share a process; modes where every millisecond counts can get a server each, near their players.

RTS

Multi-room game server

Dedicated server, session-based

Often run in lockstep on an authoritative multi-room server; relays struggle with the data every pair of players exchanges.

TCGs and card games

Multi-room game server

Extensible relay

Light rules and an economy worth protecting; private games between friends can run on a relay, and the same relay can grow into a multi-room server.

Turn-based

Multi-room game server

Extensible relay

Dozens of matches fit in one process; friends-only modes can run on a relay.

Web3 and play-to-earn

Dedicated server, session-based

Multi-room game server

Items with real value make results worth faking, so the server should validate them; turn-based and card titles can share a process.

VR and XR

Dedicated server, session-based

Extensible relay

Latency is felt more in a headset, so each match runs near its players; social sessions among friends can use a relay.

Survival and sandbox

Dedicated server, persistent

Extensible relay

The world stays up as players come and go; private worlds for a group of friends can run on a relay.

MMO or persistent worlds

Dedicated server, persistent

Multi-room game server

The world needs a server that stays up; lobbies and social spaces can share a process.

Web games

Multi-room game server

Dedicated server, session-based

Browser frameworks such as Colyseus are room-based by design; realtime modes can run one match per server.

Many games combine two setups: private rooms on a relay, public matches on a server. Where a multi-room server runs centrally, players far from it get worse latency and fairness than players close to it.

Next: How Players Reach the Server

Choosing where the match runs is half the setup. The other half is how players get into it. An extensible relay, a multi-room server and a dedicated server can each use either option below; the choice depends on game design: does a rule decide, or does the player pick?

  • A matchmaker: Rule-based. It groups players by rules such as skill and latency, then backfills them into an open room or starts a new server when none fits. It suits session-based games where strangers meet. Edgegap’s matchmaker deploys the server near the players it matched.

  • A server browser: The player picks. It lists running servers or rooms with open slots, as in a lobby. It suits persistent and community games.

Many games use both, and the choice is worth making alongside the server tier rather than after it.

Start From Who Your Players Trust

Teams have often picked peer-to-peer and relays because a server per match used to cost too much, rarely because a relay makes a better match. That gap has narrowed: a multi-room server shares a process across many matches, and a dedicated server can start at a fraction of a vCPU.

A useful check before choosing: list who your players will play with. If the answer is only friends, an extensible relay fixes connections, keeps IP addresses private and leaves room for code of your own. If strangers meet anywhere in your game, casual or ranked, give those matches to a server, sized to what it has to decide.

Ready to give the match to a server? Start with the guide for your engine: Unreal Engine, Unity, Godot or browser games.

Written by

Jakub Motyl (Product) and Gabriel Parent (Director) for formatting

FAQ
FAQ
FAQ

1. Is peer-to-peer or client-server better for multiplayer games?

It depends on who your players are. Peer-to-peer has no hosting bill and can suit friends playing together. Client-server, with a server the studio runs, gives every player a neutral connection point and takes the host out of the match, so nobody gets a host’s advantage and the match survives anyone leaving. For games where strangers meet, client-server is usually the better fit.

2. Is a free relay server good enough for my game?

For a host-client game among friends, it can be. A free relay gets players through NAT and hides their IP addresses. What it costs is control: the platform picks the route, and an outage or routing change on its network reaches every game at once. An extensible relay you run on your own dedicated server keeps the same model, on a route you choose, with code you can add to it, which shared relay services don’t allow.

3. Does a relay stop cheating?

Not as shipped. A relay forwards packets and runs no game logic, so the host’s game still owns the match and can change it. A cheater ruins a match for everyone, whether it’s casual or ranked. What a relay does stop is attacks on players’ connections, since nobody sees another player’s IP address. Stopping cheating takes server authority: a dedicated server, a multi-room server, or an extensible relay that you extend with gameplay validation until it becomes a multi-room game server.

4. Do co-op games need a dedicated server?

Not always. Co-op among friends can run on an extensible relay, since the players trust each other. Once a co-op game matches strangers, keeps progression or has an economy, a server that owns the match helps stop one player from spoiling it for the others. For more, see why co-op and casual games need a dedicated game server too.

5. How much does a dedicated game server cost?

It depends mostly on how much the server has to do. A multi-room server shares one process across many matches, and a dedicated server starts at 0.25 vCPU for a light match, while a full simulation or a persistent world needs more. Matches per server, hours running and egress move the bill too. The pricing calculator estimates it from your own numbers.

6. What is the best game server for a mobile game?

A multi-room game server for turn-based, card and casual modes, and a session-based dedicated server for realtime PvP. Both give the match to a server, which helps with the NAT failures common on mobile networks and with cheating. Bloody Bastards, a mobile game with more than 40 million downloads, moved from peer-to-peer to authoritative servers for those reasons.

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