Edgegap vs Agones

Edgegap vs Agones

Edgegap vs Agones

Edgegap vs Agones

Edgegap and Agones.dev both offer dedicated game server hosting orchestration to multiplayer game studios.

What sets them apart?

Comparison - Insights Summary

Comparison - Insights Summary

Comparison - Insights Summary

Edgegap

Edgegap offers a modern, highly optimized, multicloud game server orchestration on the world's largest edge network (as of writing, per Edgegap's network expansion announcement), which enables multiplayer game developers to:

  • Edgegap's platform is accessible to anyone and can be tested with a free account which includes the essential resources to help game developers get started.

  • Edgegap's approach enables game studios to deploy to all its cloud locations worldwide at a single, universal price based on 100% compute usage.

  • Edgegap also offers a streamlined, fully managed matchmaking system, and the option to use hybrid orchestration which optimizes bare metal and cloud usage to further minimize costs for game studios.

  • Edgegap prides itself on its streamlined integration process ("get your game online in minutes"), including compatibility through ready-to-use plugins, samples, and integrations with major game engines (Unity, Unreal) and tools most used by game developers (e.g., Heroic Labs Nakama, Mirror Networking, PlayFab, Photon Fusion, etc.; often endorsed by the original creators themselves), for an even more streamlined setup.

  • Edgegap is constantly updated, with releases every two weeks on average including new features, platform improvements and bug fixing.

Agones

Agones is not a managed platform, a SaaS product, or a commercial service. Agones is a free, open-source, traditional fleet-based game server orchestration software built on Kubernetes, originally co-developed by Google and Ubisoft and first open-sourced in 2018, now hosted under the agones-dev organization on GitHub as a CNCF Sandbox project as of Q1 2026. Studios that choose Agones must self-host, operate, and maintain every aspect of their infrastructure entirely on their own.

  • Agones has no platform, no dashboard, no onboarding process, and no support team. Getting started requires deep Kubernetes expertise, and running Agones in production is likely to require at least one full-time dedicated infrastructure engineer.

  • While Agones offers Unity and Unreal SDKs, these are thin lifecycle management wrappers only, not deployment or containerization tools. Unreal Engine developers must still build Unreal Engine from Source, as Agones provides no tooling to bypass this process. No integrations exist for major netcode transports such as Mirror Networking, Photon Fusion, or Fish-Networking, and no integrations exist for backend services such as Nakama, PlayFab, Epic Online Services, Pragma Engine, or Beamable.

  • Beyond orchestration, Agones offers nothing out of the box. It has no matchmaking system, no DDoS protection, no analytics, no managed infrastructure, no container registry, and no hybrid orchestration. Each of these must be independently sourced, integrated, and paid for by the studio.

  • Agones uses fleet-based orchestration, meaning servers are pre-provisioned and kept running in pools. This results in 20 to 30% wasted capacity (per Edgegap's fleet architecture analysis) and server boot times when scaling beyond pre-warmed capacity that can reach 10 to 15 minutes, as documented by KRAFTON's DevOps Team Lead at AWS re:Invent 2024, compared to Edgegap's 3-second average server boot time from cold start.

  • Agones has no network of its own, makes no latency claims, provides no scalability benchmarks, and offers no uptime SLA.

  • Although Agones is free to license, its true cost of ownership is significant. Studios pay full infrastructure costs directly to cloud providers or bare metal vendors without volume leverage, absorb the 20 to 30% waste inherent in fleet-based architecture (per Edgegap's fleet architecture analysis), and must staff and maintain their own Kubernetes infrastructure. When the cost of tooling, monitoring, DDoS protection, matchmaking, and dedicated engineering is included, the total cost of running Agones in production is substantially higher than its zero licensing fee suggests.

If you notice any accidental discrepancies or errors, please contact us! We'll get this fixed ASAP.

Last Updated

Comparison - Deep Dive

Comparison - Deep Dive

Comparison - Deep Dive

Initial Setup & Integration

Edgegap's documentation and videos highlight the orchestration platform's streamlined integration process and demonstrate how quickly it can be achieved.

Edgegap provides integration processes for both Unity Engine and Unreal Engine. Specifically for Unity, it offers a plugin which enables developers to containerize and deploy a game server directly from Unity's editor. Edgegap's "build from container" integration process for Unreal Engine is faster than the standard source-build method, as it does not require developers to build Unreal Engine from Source -- the typical dedicated game server integration process for this engine. Both help developers containerize their game server for their project, and deploy it to Edgegap's platform in minutes.

Additionally, Edgegap provides samples alongside dedicated integration processes across major netcode transport including Mirror Networking, Unity's Netcode for Game Objects (NGO), Photon Fusion, Fish-Networking ("FishNet"). This also includes major game services and backend tools such as Heroic Labs' Nakama, Microsoft's PlayFab, Epic Games' Epic Online Services, Pragma Engine, and Beamable.

Edgegap provides game developers with the flexibility to choose which container registry they want to use -- including Edgegap's own container registry, but also external solutions if developers prefer, such as Docker Hub, GitLab, Google Cloud's Registry, and Amazon Elastic Container Registry (ECR).

Once a game server is deployed, Edgegap offers a highly intuitive user experience. Every user can quickly oversee its deployment on its dashboard. For more insights, Edgegap offers an Analytics dashboard which provides details on monitoring releases with live server count per version and resource usage overview, including CPU-related and memory insights, alongside networking insights to detect inefficient networking patterns and optimize netcode performance.

Agones is not a managed platform. It is open-source software that game studios must self-host, deploy, and operate entirely on their own infrastructure.

There is no dashboard, no sign-up flow, and no onboarding process. Getting started requires deep Kubernetes expertise before a single game server can be deployed.

To integrate Agones, studios must first provision and manage their own Kubernetes cluster, on a cloud provider such as AWS, Google Cloud, or Azure, or on self-managed bare metal. From there, developers must install Agones onto the cluster and integrate the Agones SDK directly into their game server code to manage the server lifecycle, including calling sdk.Ready() when the server is ready to accept players, handling the Allocated state, and calling sdk.Shutdown() when a session ends. Studios are then responsible for defining and managing GameServer and Fleet configurations via Kubernetes manifests, configuring buffer sizes for pre-warmed server pools, and building and maintaining their own CI/CD pipelines for deploying updated builds.

Agones offers a Unity SDK and an Unreal Engine plugin. However, both are only thin wrappers for game server lifecycle management. Neither provides containerization tooling, editor-based deployment, or anything equivalent to Edgegap's Unity plugin, which enables developers to containerize and deploy a game server directly from Unity's editor. For Unreal Engine developers, Agones does not offer an equivalent to Edgegap's Docker Extension for Unreal, meaning developers must still build Unreal Engine from Source, a process known to take several hours.

Agones does not provide integration guides or samples for major netcode transports. A review of the Agones documentation confirms no official integrations exist for Mirror Networking, Photon Fusion, or Fish-Networking. A community-maintained example for Unity's Netcode for GameObjects is listed under Agones' third-party content, but is not maintained by Agones itself. Similarly, Agones provides no integrations with backend tools and game services such as Heroic Labs' Nakama, Microsoft's PlayFab, Epic Games' Epic Online Services, Pragma Engine, or Beamable.

Products

Beyond dedicated game servers, Edgegap offers a range of solutions to help multiplayer game developers, including:

  • Matchmaking: Group players and launch games instantly. A fully managed, highly customizable matchmaking system to optimally group players worldwide.

  • Managed Clusters: Managed Clusters make hosting self-managed game services and game backend streamlined and efficient.

  • Managed Infrastructure: Cost-effectively run all backend services in Edgegap's fully managed clusters, including managed Kubernetes, managed databases and storage, and real-time CDN.

  • Container Registry: Edgegap's registry includes 10 GB, with external registry integration available.

  • Analytics: Generate insights to optimize your game server, usage and orchestration experience.

  • Private, Always Online Deployments: Learn how to enable persistent worlds with 24/7 always online deployments. Ideal for multiplayer experiences such as social games and MMOs.

  • China Deployments: Leverage the same platform worldwide. Availability is pending regulatory, country-specific compliance in this market.

  • Hybrid Orchestration (Bare Metal + Cloud): For committed studios with predictable traffic, leverage Bare Metal for low tide traffic to optimize costs, and seamlessly scale with Cloud for traffic spikes.

  • Fleet Manager ("Private Fleet"): Edgegap's fleet-based orchestration for games with persistent servers such as MMOs, social, survival, etc. Providing developers with a cost-effective, fully-managed solution to manage persistent instances.

Agones is solely an orchestration engine.

It provides the core primitives for managing game server lifecycles on Kubernetes, including GameServer, Fleet, FleetAutoscaler, and GameServerAllocation resources. Everything beyond this must be sourced, built, and operated independently by the studio.

Agones does not include a matchmaking system. Its own documentation explicitly states that matchmaking is outside its scope, and that studios must integrate a separate solution such as Open Match and connect it to Agones themselves. Edgegap, by contrast, offers a fully managed, highly customizable matchmaking system out of the box.

Agones does not include DDoS protection of any kind. Studios running Agones are responsible for sourcing and configuring their own protection at the infrastructure level; Edgegap provides automated DDoS attack protection at no additional cost.

Agones does not include analytics. Agones provides no built-in observability tooling -- studios must build or integrate their own monitoring stack, typically using tools such as Prometheus and Grafana. Edgegap's Analytics dashboard provides live server counts, CPU and memory insights, and networking data out of the box.

Agones does not include managed infrastructure, a container registry, managed clusters, always-online persistent deployments, China deployments, or hybrid orchestration. Each of these requires the studio to independently source, configure, and operate the relevant infrastructure. All of the above are included as part of Edgegap's platform.

Performance (Distribution, Latency Reduction, Scalability & Resilience)

Distribution

Edgegap's modern, regionless orchestration platform is built from the ground up to provide a multi-tenant environment. Each studio can manage multiple productions within a single, geographically distributed, and highly available environment.

Edgegap prides itself on leveraging its patented orchestrator on what it describes as the world's first and largest edge network built for multiplayer game server hosting (as of writing, per Edgegap's network expansion announcement). It includes, as of writing, 615 locations worldwide across 17+ cloud and bare metal providers, all available to deploy game servers on-demand.

Edgegap's platform instantly distributes multiplayer games worldwide without the need for selecting regions like in traditional orchestration platforms.

Given Agones is an open-source orchestration and not a platform with infrastructure, it has no network of its own.

It is software that runs on whatever infrastructure the studio provisions, whether on a single cloud provider, multiple cloud providers, or bare metal. While flexible, this means studios negotiate directly with cloud hyperscalers or bare metal providers on their own, without the volume leverage of a platform like Edgegap that aggregates demand across hundreds of studios. Cloud providers and bare metal vendors will typically offer significantly lower rates in exchange for 12-month or longer commitments, meaning studios running Agones that cannot commit, or misjudge their capacity needs, pay full list price.

There are no locations, no edge network, and no regionless orchestration. Studios are entirely responsible for provisioning Kubernetes clusters in every region they wish to serve, configuring Agones on each cluster individually, and managing the full infrastructure stack across all of them.

This traditional, per-region model stands in direct contrast to Edgegap's regionless approach, where all 615+ locations worldwide are available on-demand without per-region configuration or billing.

Latency

Edgegap's platform uses its patented decision-making algorithm and the world's largest edge network (as of writing) to deploy game servers as close to players as possible, enabling game developers to deliver:

Combined, this delivers a 95% improvement in player experience worldwide (per Edgegap's AAA Studio case study), helping game developers maintain consistent end-user experience including in traditionally challenging markets such as Oceania and Asia -- regions that do not always justify hosting costs under traditional orchestration models given lower average revenue per user or smaller population sizes.

Additionally, it helps game developers avoid static, region-locked matchmaking which helps increase match quality for players.

Because Agones has no network of its own, it makes no latency claims and provides no latency reduction data.

The latency players experience is determined entirely by the infrastructure the studio chooses to run Agones on, and how many regions they can afford to provision and maintain. For most studios, the operational cost of running Agones across enough locations to meaningfully reduce latency is prohibitive. As detailed in Edgegap's latency analysis, even a AAA studio's large existing network of locations was insufficient to match Edgegap's latency reduction, with Edgegap demonstrating an average reduction from 116 milliseconds to 48 milliseconds across 600,000 transactions.

Scalability

Per Edgegap's performance benchmark, Edgegap's orchestration can consistently scale at 40 deployments per second, sustained for 60 minutes, for a total of 14 million concurrent users ("CCU") worldwide -- driven by its patented decision-making and rapid-scaling technology.

This allows game developers using Edgegap's orchestration to meet the most demanding scaling scenarios: a midnight launch, a game's addition to a subscription service, or an overnight surge in popularity.

As of March 2026, Edgegap has deployed over 100M sessions, up 20M from the 80M recorded as of December 2025.

Agones uses fleet-based orchestration, meaning game servers are pre-provisioned and kept running in pools. When traffic exceeds the pre-warmed pool, new servers must be provisioned, and this is where Agones introduces significant delays.

As demonstrated by KRAFTON's DevOps Team Lead JungHun Kim in their AWS re:Invent 2024 presentation on PUBG, Agones' overall server boot time when scaling can reach 10 to 15 minutes, comprising 1 to 3 minutes for instance provisioning, 2 to 3 minutes for instance bootstrapping, and 5 to 10 minutes for pod provisioning. Per Edgegap's Online Latency Report, 34% of players will churn from a multiplayer game when facing such delays. By comparison, Edgegap's just-in-time orchestration achieves a 3-second average cold start per Edgegap's performance data.

Additionally, because Agones relies on pre-warmed server pools, studios must maintain fleet buffer capacity at all times. This traditional fleet-based approach means 20 to 30% of provisioned capacity is wasted (per Edgegap's fleet architecture analysis), with servers sitting idle while still being paid for.

Agones provides no public scalability benchmarks. Its performance is entirely dependent on the underlying infrastructure the studio provisions and manages.

Resilience

Edgegap's vast network telemetry allows it to detect issues with sites or providers, such as outages, and instantly redirect deployments across its 17+ providers across cloud and bare metal.

Edgegap's platform has been running live 24/7 for the past six years, maintaining over 99.99% availability.

Agones itself provides no resilience guarantees.

There is no uptime SLA, no status page, and no automated failover across providers. Resilience is entirely the responsibility of the studio, requiring them to architect and maintain redundancy across their own Kubernetes clusters and infrastructure. Edgegap, by contrast, has maintained 99.99% uptime over six years across 17+ providers, with the ability to instantly redirect deployments in the event of an outage at any site or provider.

Platforms & Adoption

Edgegap's dedicated game server and various integration ensure the platform supports all game hardware types, such as PC, consoles (PlayStation, XBOX, Nintendo Switch), VR, mobile, web-based (HTML5, WebGL, etc.) alongside new devices such as extended reality ("XR") devices including Apple's Vision headsets, and META's AI glasses such as Ray-Ban Meta and Meta Ray-Ban Display.

Edgegap is part of Nintendo's Switch developer portal alongside PlayStation's Partner Program.

Edgegap is the only orchestrator endorsed by Epic Games, makers of Unreal Engine, through its Epic Online Services (as of writing).

In terms of games, Edgegap currently manages live games from AAA titles to indie projects alike. Current AAA games running on Edgegap include (as of Q1 2026) the PAYDAY franchise, 7 Days to Die franchise, VR powerhouse Ghost of Tabor, massively popular The Isle, KRAFTON, Halfbrick Studios, Sinn Studios, AONIC, and MegaBits Publishing, alongside challengers such as top-10 CrazyGames multiplayer "Drift.io" by Slipstream Games and #1 MENA-region application "WOLF Qanawat". Case studies for certain of these games are available to read.

Over 1,600 studios have used Edgegap's platform (as of September 2025), and managed millions of players and hundreds of thousands of game servers.

Agones is open-source software and does not track or promote the studios that use it. As such, there is no official client list, no case studies, and no publicly maintained registry of games running on Agones.

That said, Agones is known to be used by studios with significant internal infrastructure teams capable of operating Kubernetes at scale. KRAFTON, the studio behind PUBG: BATTLEGROUNDS, has publicly documented their use of Agones in a 2024 AWS re:Invent presentation, which notably also documented the 10 to 15 minute server boot times encountered when scaling beyond pre-warmed capacity.

Ubisoft, a founding contributor to the Agones project, has also publicly confirmed ongoing use of Agones, with Thomas Lacroix stating: "We continue to use Agones in some production games, where it plays an important role in running live multiplayer games at scale."

Agones does not hold partnerships with game engine makers, console manufacturers, or game service providers. Unlike Edgegap, it is not part of Nintendo's Switch developer portal, PlayStation's Partner Program, or endorsed by Epic Games through Epic Online Services.

Development

Edgegap, based in the region of Montréal, Canada, promotes its high-quality development and operations. Its product, development, and operations teams employ robust processes, including roadmap strategy, agile methodology, QA, and strict code reviews. Its CI/CD pipeline spans development, staging, and production environments, resulting in a high-quality platform with strong availability. The orchestrator's production is entirely in-house from Edgegap's office in the region of Montreal by a cohesive team.

Edgegap consistently releases updates through sprints, maintaining a cadence of a release every two weeks on average, introducing new features, improvements and bug fixes each time. All listed in its release notes.

Agones' public release history is available on GitHub.

In March 2026, Google donated Agones to the Cloud Native Computing Foundation (CNCF) at the Sandbox level, transitioning governance from Google to a community-owned model. As of Q1 2026, the project is actively maintained by a community of contributors, with ongoing maintainer involvement from both Google and Ubisoft.

As a community-maintained open-source project, Agones has no commercial release SLA, no dedicated product team with formal support obligations, and no commercially guaranteed roadmap of the kind a managed platform provides. Improvement velocity depends on maintainer availability and community contribution rather than a contractual schedule.

Security & Support

Security

Edgegap advertises its automated protection against hackers with instant DDoS attack protection.

Whenever Edgegap detects abnormal traffic patterns indicative of DDoS attacks in real time, the platform automatically redirects traffic away from the targeted server, disperses the malicious traffic, and even scales up resources if needed.

Agones provides no DDoS protection of any kind.

As an orchestration engine running on whatever infrastructure the studio provisions, Agones itself includes no DDoS protection. Studios are responsible for sourcing and configuring their own protection at the infrastructure level, whether through their cloud provider's native tooling, a third-party service, or custom solutions. Edgegap includes automated DDoS attack protection at no additional cost.

Support

Edgegap's client support is free and includes 24/7 on-call engineers for games with live traffic. It has a client support dashboard.

For free integration support, or ongoing conversations with clients, Edgegap has a public Discord server, or supports clients via Slack or the ability to contact its team via email.

Edgegap also provides SLA on a case-by-case basis.

Agones has no official support team, no SLA, and no commercial support offering of any kind.

As an open-source project, studios running Agones rely on its GitHub issues, a Slack community operating on Slack's free plan (meaning message history visibility may be limited, as of writing), and public documentation for assistance.

There are no on-call engineers, no dedicated support channels, and no guarantee of response time for any issue, critical or otherwise. For a game with live traffic experiencing an infrastructure incident, studios are entirely on their own.

Price

Price

Edgegap provides access to its platform with a free account. This includes a free trial with the essential resources to help game developers get started. It doesn't require a credit card.

Edgegap has a clear, transparent pricing for its game server orchestration that is solely based on usage. Namely, $0.00115/min. per Dedicated vCPU (which is fractionable) and $0.10/GB of monthly Network Egress as of 2025. Edgegap's pricing is 100% for compute unlike traditional orchestration which has wasted capacity.

Edgegap allows for vCPU fractioning, down to 1/4 vCPU. This means for game developers they can optimize their game server to, for example, 1/4 vCPU that means a final price of 25% * $0.00115 = $0.0002875/min.

Edgegap's Edge Cloud does not require a commitment, nor has upfront costs, nor does it require engineering support.

Edgegap offers hybrid orchestration (bare metal + cloud), starting at $250/month for 16 GB private hosts. Commitment is limited to one month.

For matchmaking, Edgegap has managed cluster tiers with clear "per-hour" pricing. Starting as low as $22 per month.

Agones is free to download and use. However, the absence of a licensing fee is misleading as a measure of cost. As detailed in Edgegap's analysis of Agones' total cost of ownership, the true cost of running Agones in production is substantially higher than it initially appears.

Infrastructure costs

Agones requires studios to provision and pay for their own infrastructure directly. Whether running on AWS, Google Cloud, Azure, or bare metal providers, studios negotiate and contract with each provider independently, without the volume leverage of a platform like Edgegap that aggregates demand across hundreds of studios. Cloud providers and bare metal vendors will typically offer significantly lower rates in exchange for 12-month or longer commitments, meaning studios that cannot commit, or that misjudge their capacity needs, pay full list price.

Additionally, because Agones uses fleet-based orchestration, studios must maintain pre-warmed server pools at all times. This means 20 to 30% of provisioned capacity is wasted (per Edgegap's fleet architecture analysis), with servers sitting idle while still being paid for. Edgegap's just-in-time orchestration, by contrast, is 100% compute-based with zero wasted capacity.

Engineering costs

Running Agones in production likely requires deep Kubernetes expertise. Managing clusters, configuring fleet autoscalers, handling upgrades, maintaining CI/CD pipelines, and responding to infrastructure incidents all require dedicated, skilled personnel. As detailed in Edgegap's Agones cost analysis, this operational burden is likely to require at least one full-time dedicated infrastructure engineer. This is a significant ongoing cost that does not exist with a fully managed platform like Edgegap.

Additional tooling costs

As established throughout this comparison, Agones covers only the orchestration engine. Every additional capability a studio needs must be sourced and paid for separately, including matchmaking, DDoS protection, analytics and monitoring, a container registry, and game backend infrastructure. Each of these represents an additional cost and integration effort that is included by default with Edgegap's platform.

Migrating from

Migrating from

Agones

Agones

to Edgegap

to Edgegap

Coming soon.

Head-to-Head Comparison

 

Edgegap

Agones

Focus

Modern, regionless edge orchestration on the world's largest multi-cloud network (615+ locations, as of writing). Built for any studio size with a self-serve free tier.

Free, open-source Kubernetes extension for game server lifecycle management. CNCF Sandbox project as of Q1 2026.

Hosting

Distributed, regionless edge deployments nearest to players. Just-in-time container orchestration -- pay only for active compute, no idle waste.

Fleet-based, pre-provisioned pools on studio-managed Kubernetes clusters. 20-30% of provisioned capacity typically wasted (per Edgegap's fleet architecture analysis), with servers idle and still billed.

Regions

615+ locations across 17+ cloud and bare metal providers worldwide -- all available on-demand, at one universal price, without per-region purchasing.

No fixed locations. Deploys wherever the studio provisions and manages Kubernetes clusters. Per-region cluster setup required for every market served.

Pricing Model

Transparent pay-as-you-go: $0.00115/min per vCPU. No contracts, no upfront costs, no credit card required for free account. For persistent servers, private hosts starts at $250/month, with only 1-month commitments.

Free to license. Studio pays full infrastructure costs directly to providers. No volume leverage, no wasted-capacity offset. Engineering staffing required. True cost of ownership is substantially higher than the zero licensing fee suggests.

Engine Support

Native one-click plugins for Unity and Unreal editors. Samples for Mirror, NGO, Photon Fusion, FishNet. Endorsed by Epic Games via Epic Online Services (as of writing).

Unity SDK and Unreal plugin are thin server lifecycle wrappers only. No containerization tooling, no editor deployment. Unreal developers must still build Unreal Engine from Source. No official samples for Mirror, NGO, FishNet, or Photon Fusion. No backend integrations.

Scalability

Benchmarked at 40 deployments/sec sustained for 60 min, reaching 14M CCU automatically, without pre-provisioning fleets (per Edgegap's performance benchmark).

No public benchmarks. Performance is entirely dependent on the infrastructure the studio provisions and manages.

Documentation & Support

Comprehensive public docs, 24/7 on-call support for live games, free client support dashboard, Discord, Slack, and email. No contract required.

Public-facing documentation available. No support team, no SLA, no commercial support offering. GitHub issues and a free-plan Slack community. No guaranteed response time.

Ease of Integration

"One-click" Unity and Unreal editor plugins. Self-serve platform with free account -- no sales contact required. Video tutorials and netcode samples available.

Requires provisioning a Kubernetes cluster, installing Agones CRDs and controllers, integrating the Agones SDK into game server code, and configuring fleet manifests and autoscalers before a single server can run.

Network

World's largest edge network (as of writing). 58% average latency reduction vs. public cloud and 78% of sessions achieving sub-50ms real-time latency, per Edgegap's AAA Studio case study.

No fixed network. Latency is determined by the infrastructure the studio provisions. No latency reduction data, benchmarks, or case studies are publicly available.

Infrastructure

17+ providers (cloud and bare metal). Automated DDoS protection included. Automatic traffic rerouting. 99.99% guaranteed uptime backed by a public status page.

None. Studio provisions and pays for all infrastructure directly, with no volume leverage on cloud or bare metal provider pricing.

Get your Game Online Easily & in Minutes

Start Integrating Now!

Get your Game Online Easily
& in Minutes