Manus builds a playable multiplayer browser game and can host its server on a Cloud Computer. That hosting doesn't include a matchmaker, a server browser or scaling: one machine runs every match, at the same size and price, whether the game is busy or empty. When players who don't know each other need a match, move the game server to Edgegap. Edgegap starts a dedicated server for each match close to its players and stops it when the match ends. Edgegap Matchmaker groups players and sends them to that server.
This guide covers:
Splitting the game into a client and an authoritative server
Connecting Manus to Edgegap
Giving Manus the Edgegap playbook (optional)
Deploying one test server
Playing on the test server
Adding Edgegap Matchmaker (optional)
Testing the full loop in two browser tabs
How the pieces fit together:
Manus --(Edgegap MCP)--> Edgegap: app, version, deployments
Browser client --HTTPS--> Edgegap Matchmaker --starts--> dedicated server (one per match)
Browser client <== wss:// (TLS Upgrade) ==> dedicated server
What Manus does through the Edgegap MCP | What you do |
|---|---|
Splits the client and the server, writes the Dockerfile, pushes the image, creates the app and version with TLS Upgrade, deploys and stops test servers, reads logs, and generates the matchmaker configuration. | Create the Edgegap account and API token, connect the MCP, create and start the matchmaker in the dashboard, and playtest. |
What Manus gives you today
Manus 2.0, launched on September 28, 2026, turned the desktop app into Manus Studio with a Game Dev environment. You describe a game, Manus builds a playable version, and you adjust movement, art, scenes and code by hand in the Edit panel. Manus says multiplayer "works for racing, head-to-head, competitive, and 3D games."
To take a game online, Manus's launch post gives this path (as of October 15, 2026):
Configure → Multiplayer → Select Cloud Computer → Buy one
Manus handles the server deployment, the networking and keeping game state in sync. You publish the game as a website and share the link, and your friends join. For a first multiplayer game, that's genuinely the easiest path we've seen.
What one Cloud Computer is
A Cloud Computer is a persistent virtual machine that keeps running when your laptop is closed. As of October 15, 2026, Manus's billing page lists two plans:
Plan | vCPUs | RAM | Storage | Price |
Standard | 2 | 4 GB | 70 GB | $30 / month |
Advanced | 2 | 8 GB | 120 GB | $50 / month |
Both run Ubuntu Server 24.04 LTS, come with one dedicated public IP, and are billed monthly.
Here's what that means for a multiplayer game:
Every match shares the same 2 vCPUs. Upgrading from Standard to Advanced adds memory, not CPU. When ten matches run at once, they all compete for the same two cores, and the server's tick rate drops for everyone.
One machine, one place. Players connect to wherever that machine runs. A player across an ocean pays that distance on every input, which racing and head-to-head games make obvious.
A flat bill, busy or not. You pay the same at 3 a.m. with nobody online as you do on launch night, and launch night gets no extra capacity.
One point of failure. If the machine has a problem, every match goes down together.
What's missing between "share a link" and a launch
As of October 15, 2026, Manus hosts the game server on a Cloud Computer, but its launch post and billing page describe no matchmaker, no server browser and no scaling, up or down. One Cloud Computer runs every match, and its capacity and monthly price stay the same whether 2 or 2,000 players are online. Players join through a shared link. That's a good fit for prototypes and playing with friends.
A link works when you know who you're playing with. When a stranger opens your game, they expect to press one button and be placed in a fair match with players near them. That's a matchmaker's job.
The alternative: one server per match
Edgegap runs your game server as a container and starts a fresh copy for each match, at the best available location for the players in it. The server stops when the match ends.
For a Manus game, that changes the picture:
| Manus Cloud Computer | Edgegap |
Servers | One VM runs every match | One dedicated server per match, started on demand |
CPU per match | Shared by all matches (2 vCPUs total) | Reserved for that match |
Location | Where the VM runs | Picked per match, close to its players |
Busy night | Same machine, more load | More servers |
Quiet night | Same monthly price | Close to zero: no matches, no servers |
Getting players together | Shared link | Matchmaker, server browser or a link |
The two can work together: keep building and iterating in Manus, and move the game server to Edgegap when you're ready for players you don't know.
Browser games need secure WebSockets
Manus games run in the browser, and browsers can't open raw UDP connections. They talk to game servers over WebSockets, and a page served over https:// may only use secure WebSockets (wss://). Edgegap's TLS Upgrade gives each server a secure WebSocket endpoint without you buying or renewing certificates. The Edgegap MCP server turns it on when it creates your server version.
Matchmaking for strangers
The Edgegap Matchmaker groups players by rules you choose: match size, teams, game mode and skill, then starts their server close to them. Edgegap's latency rule relies on ping beacons, and browsers can't ping them, so for browser games the matchmaker places servers using the players' locations. Rules can relax the longer a player waits, friends can queue as a group, and backfill replaces a player who leaves mid-match. You can test it for free.
1. Split the game into a client and an authoritative server
Ask Manus first:
"Split this game into a browser client and an authoritative WebSocket game server that runs on its own in a Linux container. The server decides movement, collisions, hits, scores, timers and who wins. The browser only sends inputs and draws what the server says. Read the listening port from an environment variable. When the match ends, or when every player has left, have the server stop its own Edgegap deployment."
"Authoritative" means the server decides what happens, so a player can't edit the browser's code to win.
Edgegap runs this server, once per match.
2. Connect Manus to Edgegap
Manus can use remote MCP servers. Add Edgegap's by URL (Connectors → Create → Add MCP by URL; Manus's docs also show Settings → Integrations → Custom MCP Servers):
URL: https://mcp.edgegap.dev/mcp
Authentication: choose Bearer token and paste your Edgegap API token, from Dashboard → User Settings → Tokens. Paste the token itself only, without the word Bearer or token in front.
When you save, Manus connects and lists the Edgegap tools.
Keep your API token private. It controls your Edgegap account. Keep it in Manus's connector settings and never put it in game code. If it leaks, revoke it in the dashboard.
3. Give Manus the playbook (optional)
Manus supports the open Agent Skills standard. In the Skills tab, choose + Add → Import from GitHub and paste https://github.com/edgegap/edgegap-agent-skills. Then invoke a skill by typing / in chat.
For a Manus browser game, these engine-agnostic skills fit:
edgegap-server-design: an authoritative server that starts, plays and stops cleanly, once per match.
edgegap-containerize: the Dockerfile, the image push and the app version.
edgegap-local-testing: run the container locally before spending money.
edgegap-troubleshoot: servers that won't start, restart, or can't be reached.
4. Deploy one test server
"Deploy my game server on Edgegap with TLS Upgrade so browsers connect over wss://. Make the server stop itself when a match ends. Then give me the test server's address."
Manus writes the Dockerfile, pushes the server image, creates the app and version, deploys a test server and returns its address.
Edgegap tells the server its ports through environment variables, including the internal port to listen on. The browser connects to the external port that Edgegap returns, which changes with every deployment.
5. Play on the test server
Point your game's client at the address Manus returned: wss://, the host name and the external port. Open the game in two tabs and play a round.
Then ask Manus to stop the test server. The free tier runs one deployment at a time, and a leftover test server blocks matchmaking.
If the game doesn't connect, check:
The page uses
ws://instead ofwss://, or TLS Upgrade isn't on for the port.The client uses the internal port instead of the external port Edgegap returned.
The server listens on a different port than the one in the app version, or on
127.0.0.1instead of0.0.0.0.The deployment is still starting. Wait until it shows Ready, and let the client retry for up to a minute.
A test server is still running and blocks the free tier's single deployment.
A background tab missed the click. Bring each tab to the front.
The server crashed and keeps restarting. Stop it, fix the cause, and deploy again.
Ask Manus to read the deployment logs through the MCP before stopping a deployment: logs are deleted when it stops.
Here, Manus picked the location and you shared the address. To place players who don't know each other in matches automatically, add a matchmaker.
6. Add Edgegap Matchmaker (optional)
"Generate an Edgegap matchmaker configuration for my game: 4 players per match, with teams if my game has them, a game mode players can pick, friends able to queue together as a group, and backfill to replace a player who leaves mid-match if my game needs it. Allow my game's website as an origin, and don't use a latency rule."
Edgegap's latency rule relies on ping beacons, and browsers can't ping them. For browser games, the matchmaker places servers using the players' locations.
Then, in the dashboard (this step has no API):
Open Matchmaker and select Create Matchmaker.
Name it, upload the configuration Manus generated, and select Create and Start.
When it's ONLINE, copy the API URL and the Auth Token.
The matchmaker's Auth Token is separate from your API token. Game clients use it to request matches, and it can't manage your Edgegap account. If it's abused, regenerate it in the dashboard.
Back in Manus:
"Add a Find Match button that sends a ticket to my Edgegap matchmaker with this API URL and Auth Token. Show the queue status while searching, let the player cancel, stop with a clear message if no match is found after 2 minutes, and connect to the assigned server over wss:// using its host name and external port."
Games that already have their own backend can call the matchmaker from that backend instead of from the browser.
7. Test the full loop in two browser tabs
Make sure no test server is still running.
Open your game in two browser tabs. Bring each tab to the front before you click: background tabs can miss clicks.
Select Find Match in both. Both tabs join the same server.
Finish or leave the match. The server stops itself and disappears from the dashboard, which keeps your bill at zero when nobody plays.
Leave a match in progress to test backfill, if you enabled it.
On the free tier, the matchmaker stops 3 hours after each start (restart it from the dashboard), deployments stop after 60 minutes, and one deployment runs at a time.
Built something in Manus you want to scale? Show us on the Edgegap Discord or contact us.
Frequently Asked Questions
Common questions about scaling a Manus multiplayer game with dedicated servers and matchmaking on Edgegap.
Can a Manus game handle lots of players at once?
On one Cloud Computer, every match shares 2 vCPUs on one machine, so capacity is fixed. To handle more, run one server per match on a platform that starts servers on demand, like Edgegap.
Does Manus have a matchmaker or lobbies?
Manus hosts the game server on a Cloud Computer, but as of October 15, 2026 it doesn't provide a matchmaker, a server browser, or scaling up or down. Edgegap provides all three: the Edgegap Matchmaker, the Server Browser, and one dedicated server per match.
How much does a Manus Cloud Computer cost?
According to Manus's billing page, $30 a month for 2 vCPUs and 4 GB of RAM, or $50 a month for 2 vCPUs and 8 GB, billed monthly.
Is Edgegap cheaper than a Cloud Computer?
It depends on how much people play. A Cloud Computer is a flat monthly price. On Edgegap you pay while matches run, so a game with few players costs very little, and a busy one costs more but gets the servers it needs. Testing is free, with no credit card.
Will my Manus browser game work over WebSockets on Edgegap?
Yes. Edgegap supports WebSockets, and TLS Upgrade gives each server a wss:// endpoint so browser games on https:// pages can connect.
What engine does Manus use?
Manus Game Dev builds browser games, and the stack can vary by project. Edgegap runs any server that fits in a Linux container.

Clients
Learn more from clients who integrated Edgegap
31 case studies are available from studios that moved to Edgegap from another platform.

A Flawless Global Launch for Rivals of Aether 2
Aether Studios
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Case Study

Overcome Latency Introduced by VR’s use of WiFi in Competitive Multiplayer
Halfbrick Studios
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Case Study

MENA’s Social App Adds Online Games
WOLF
Learn how the highly popular MENA-region social app added matchmaking & multiplayer games orchestration easily to WOLF Qanawat.
Case Study

Hybrid Orchestration Keeps Kickoff Tactics Ready for Any Traffic
Birch Games
How hybrid orchestration helped Birch Games handle traffic, pairing egress-free Fleets with the regionless cloud.
Case Study

7 Days Blood Moons
The Fun Pimps & iLLOGIKA
Learn how Illogika dramatically reduced server costs & ensured the online experience the 7 Days to Die franchise expects.
Case Study

Authentic Online Warfare Requires the Ultimate Orchestration
Highwire Games
Learn how Highwire's need for performance required orchestration only Edgegap can deliver.
Case Study

22,000 Reviews, 4.8 Stars, and Infrastructure That Scaled Automatically
Sinn Studios
How a simple, Slack-supported integration got Sinn Studio's hit VR title online fast and keeps it there.
Case Study

Dynamic Server Orchestration
Under NDA - AAA Studio
Discover how one the world's biggest AAA studio improved its peer-to-peer multiplayer experience through edge computing.
Case Study

Near Zero Latency for AAA Fighting Game
AAA Studio - Under NDA
How an unannounced project delivered the lowest lag possible and improved fairness in its 1v1 game.
Case Study

Play Gods with Multiplayer Physics
Squido Studio
Learn how Squido uses Edgegap's highligh optimized game servers to deliver mind-bending & chaotic VR gameplay.
Case Study

A Fully Managed Solutions that Saves Time for Indies Multiplayer VR Horror
Dirty Pearl Studios
Discover how Dirty Pearl Studios saved development time thanks to Edgegap’s easy integration and automated orchestration alongside its Nakama integration.
Case Study

Instant Global Server Deployment for Collaborative XR Medical Education
AlensiaXR
How AlensiaXR uses Edgegap to deliver low-latency, always-available shared anatomy sessions to medical students worldwide.
Case Study

The Lightkeepers: A VR Social Co-op Game with Dedicated Servers
Spectral Games
How Spectral Games used Edgegap Matchmaking and Server Browser to launch dedicated servers for its VR social lobby, with no prior server experience.
Case Study

Fast & reliable deployments worldwide for PvPvE challenger Gravebound
Crater Studios
How Edgegap’s orchestration and matchmaking helped Crater Studios dramatically helped a small them focus on gameplay instead of infrastructure.
Case Study

Rapid Scaling of Web Metaverse
Hiber
Learn how Hiber eliminated the guesswork out of its server capacity planning with Edgegap.
Case Study

High Hardware Requirements & Custom Game Server Pools
Alderon Games
Learn how Alderon Games instantly leverages a custom pool of game servers across multiple providers worldwide for its popular MMO.
Case Study

Easy Integration for Indie Devs
WhaleFood Games
Read how WhaleFood Games "kicked out" its netcode issues with Edgegap.
Case Study

Cutting-edge tech that powers South-East Asia’s first-ever eSports title.
Anantarupa Studios
Learn how Edgegap transformed South-East Asia’s gaming landscape streamlining complex infrastructure and cutting-edge tech with one seamless solution.
Case Study

One Strike. Global Reach.
Triple Hill Interactive
How Triple Hill Interactive leverages Edgegap's orchestration to deliver low latency and improve fairness in a genre where every millisecond counts.
Case Study

Fast-paced Team Battle Royale... with Gun-totting Animal Plushes!
SANDYFLOOR
Discover how a Korea-based Indie Studio launched it multiplayer worldwide.
Case Study

Mobile Horse Racing Goes Global with Instant, Cost-Efficient Servers
Mirai Labs
How Mirai Labs powers Pegaxy Blaze's worldwide multiplayer races with just-in-time server deployment and fractional vCPU to keep cost per player low.
Case Study

Server Management & Distribution
Matrioshka Games
Read how Matrioshka Games were able to ship a Battle Royale in early access with limited ressources.
Case Study

At my Signal, Unleash Hell!
TyGames
Discover how Indie studio TyGames immerses players in third-person gladiatorial combat multiplayer.
Case Study

Instant Worldwide Orchestration
Soliton Interactive
Discover how Soliton Interactive did the impossible… Ship it's first playable as multiplayer!
Case Study

Competitive play with server-side physics ensures ideal sub-50 ms latency
NS7
Discover why solely Edgegap could enable an indie studio to deliver on its vision for a AAA-quality F2P sports gameplay through server-side physics and authority.
Case Study

Regional Deployments for iGaming
X1 Contra 1
X1 Contra 1 delivers real-time PvP casual games to its Brazilian player base through cost-effective hosting & regional deployments, ensuring data and legal compliance.
Case Study

Pay Only When Players Play: Affordable Multiplayer Infrastructure
Meltdown Interactive
How Edgegap helped indie developer Meltdown Interactive Media solve cost-effective scaling and matchmaking without the complexity, so they could focus on building the game.
Case Study

One Edgegap platform, three very different networking profiles
Warped Games
How Warped Games runs a social hub, real-time co-op, and turn-based co-op, all on the same Edgegap deployment API and the same container pipeline.
Case Study

Pool Live Tour Max
RETA Games
Case Study

Korea’s Web3 POP Extraction Shooter Goes Global, Instantly
NDUS Entertainment
How XOCIETY easily added Edgegap orchestration & integrated custom matchmaking working alongside Edgegap Ping Beacons to optimize latency.
Case Study

Multiplayer in Every Dimension
Arcadia.tv
Discover how Arcadia.tv uses Edgegap's edge network to deliver an innovative, team and location-based athletic VR sport.
Case Study

F2P Mobile Fighter Cuts Infrastructure Costs With Just-in-Time Servers
Game Changers Worldwide
How Game Changer Worldwide hosted Rumble Rush's real-time 3v3 PvP globally on mobile.
Case Study
Key reasons why they chose Edgegap
Discover the impact of Edgegap's automated game server orchestration for a flawless multiplayer experience.









