

How Small Teams Ship Big Multiplayer Games
Team size isn’t what decides whether an online game works. These studios run on the same infrastructure as AAA games.
Dedicated servers, matchmaking and extensible relays across 615+ locations, billed only while players play. Solo devs and 10-person teams use Edgegap to ship games that hold up next to AAA.

“…a flexible infrastructure model that could handle both predictable and unpredictable player traffic”
Bulut Karabıyık, Head of Development, Birch Games
See the Impact on more Indie Games
The Online Experience Players Expect, at Any Budget
Your players expect fast, fair matches no matter how big your team is. Give them that, and your reviews talk about the game instead of the lag.
Learn which game server is best for you
Start Small, Grow Without Re-Architecting
01
Add Dedicated Servers
Server hosting
Each match gets its own server near its players, from 0.25 vCPU, started on demand and stopped when it ends. Server-owned game state means no host advantage and fewer cheaters.
Or
Keep Host/Client Netcode
Extensible Relays
Not ready for dedicated servers? Drop NAT issues with relays that run near your players.
02
Group Players & Deploy Worldwide
Matchmaking
Parties, skill and region rules, and backfill, set up from a config file. Players get into fair matches fast, even when your player count is small.
Budget-Safe Hosting, Rightsized to your Scale
Pay per minute of server use, with no fixed fees, so your hosting bill grows with your player count. Or add cost-effective, egress-free hosting with Private Fleets once your player base is steady.
Pricing
While you build & test
$0
with no servers running
No reserved capacity, no minimum, no monthly plan to cancel. Edge Cloud from $0.00115 per vCPU per minute.
Modelled
Turn-based game, 1,000 peak CCU
$0.28
per peak CCU per month
$277 per month in total
69% below AWS GameLift (Gen6)
Players per match
4
vCPU per server
0.125
Egress per player
1.5 KB/s
Bare Metal ratio
5%
Calculator run of 6 November 2026
Modelled
Shooter, 1,000 peak CCU
$0.93
per peak CCU per month
$932 per month in total
63% below AWS GameLift (Gen6)
Players per match
8
vCPU per server
1
Egress per player
7 KB/s
Bare Metal ratio
45%
Calculator run of 6 November 2026
Get your Game Online, Your Way
Let your coding agent do the setup, or follow the plugins and guides yourself. Same servers either way.
With AI
Ship it with your AI agent
Add the Edgegap MCP server or Skills to your coding agent. It writes the Dockerfile, deploys a test server and wires up matchmaking for your engine and netcode.
Works with your engine and netcode
Engines: Unity, Unreal Engine, Godot.
Netcode: Mirror, Fish-Networking, Photon Fusion, Netcode for GameObjects, and more.


















































