Global Edge Cloud locations
Inventory615+locations
Distinct deployment targets where a game server container can be scheduled on demand.

Migration
/
AWS Gamelift
Remove the Server SDK, rebuild and containerize, and deploy on demand across 615+ locations. Your game logic doesn't change.
With GameLift you pre-provision fleets on one provider's regions and pay per core whether they're full or not. Edgegap's hybrid orchestration runs your steady load on egress-free bare metal Private Fleets and bursts to Edge Cloud on demand, across 17+ providers, so you get the cost of reserved capacity with the reach of on-demand, and no single provider outage can take your whole footprint with it.
What changes (and doesn't change)
A GameLift migration is a hosting change, not a rewrite. Here's what to expect from your migration.
A full feature-by-feature breakdown is in Step 3: Identify & Replace features below.
What Remains the Same
Your netcode and transport
Edgegap never touches your transport, serialization or tick loop. The container runs the same server binary you build today.
Containerize
Removing the SDK means one rebuild, which any game already in production is set up to do. Edgegap's automated build tools can fast track it, for Unity, Unreal and Godot.
Your client connect flow
Your client still receives an address and a port and connects to it. Only where that address comes from changes.
Engine, versions & CI
Same engine, same version, same build pipeline. Nothing in your CI needs a new step beyond pushing the image
What Changes
The Server SDK comes out
Five GameLift calls get removed; InitSDK, ProcessReady, ActivateGameSession, ProcessEnding and Destroy.
One allocation call replaces the fleet
Where you asked a fleet for a session, you POST once to the deploy endpoint and get back an FQDN and port in the same response.
Regions stop being a purchase decision
You no longer buy capacity region by region. Every deployment is placed at the best of 615+ locations at request time for Edge Cloud.
Capacity stops being your job
No warm capacity to size, no scaling policies to tune, no idle instances between peaks. Edge Cloud has nothing to pre-provision at all, and Private Fleets get rightsized with us as your traffic curve moves, so capacity stops being a thing you manage.
Expected Timeline
Step 1
Remove the server SDK; delete GameLift init and lifecycle calls.
~1 hour
Step 2
Removing the SDK means one rebuild. Automated build tools are available for Unity, Unreal and Godot, or build the image yourself.
~30 min. to 2hrs.
Step 3
Edgegap's registry is available for free, or keep ECR, DockerHub, GitLab, etc.
~30 min.
Step 4
One HTTP request replaces fleet placement.
~1 day
Step 5
Deploy globally on Edge Cloud, and optionally cut cost further with egress-free hosting on Private Fleets.
Instant Rollout
Detailed migration steps
If you are looking to migrate your multiplayer game from AWS GameLift to Edgegap's game server hosting & orchestration, the following simple steps will get you running in no time.
Make sure to refer to our "Switching from GameLift to Edgegap" documentation for the latest updates to this process.
Before getting started, we expect that:
You currently use AWS GameLift
You currently have a working game server build on GameLift
Edgegap does not require a server SDK to integrate.
The first step to switch to Edgegap is to remove the code that initializes AWS GameLift within your game server. This is to reduce overhead and prevent errors. The code you are looking to remove probably looks like the following.
With the SDK removed, rebuild your game server and package it as a container image. A game already in production has the pipeline for the rebuild; the packaging is the only new part, and the guides below automate it for each engine.
Unity: Documentation, tutorial video
Unreal Engine: Documentation, tutorial video
Godot Engine: Documentation, tutorial video
Once containerized, simply push to a container registry Edgegap can pull from. Edgegap's own registry is free and needs no configuration; ECR, Docker Hub, GitLab and any OCI-compatible registry work unchanged.
Swap the allocation call (CreateGameSession → DescribeGameSessions → GetConnectionInfo). That's it!
Optionally, review and identify services and features you currently use in AWS GameLift that may need to be replaced.
AWS Gamelift - Feature | Edgegap - Feature |
|---|---|
Server Build Plugin | Engine native, fully automated quickstart plugins: Unity / Unreal Engine / Godot. |
Server SDK | No server SDK required! |
Build Configuration | Fully automated. Optionally expose additional ports or variables. |
Game Client Authentication | Optionally, add fine-grained access controls: matchmaker API token, server browser client/server API tokens + federated identity, custom DIY session management (Edgegap API token). |
FlexMatch Self-Hosted | No-code managed matchmaker, test for free. See also the optional lightweight SDK for Unreal and Unity. |
SearchGameSessions API | Managed server browser, test for free. See also the optional lightweight SDK for Unreal and Unity. |
Lobby | |
Fleets - Horizontal Scaling | Private Fleets with Persistence and Cloud Overflow. Optionally add later on, or default to Match-Bound cloud. |
AB testing, Aliases, Queues | Configurable Profiles (Queues), Instance Metadata and Rolling Updates. |
Server Analytics |
Edgegap also offers an optional feature similar to AWS GameLift's fleets, if that is something from before you switched to Edgegap that you would like to keep using. Discover egress-free hosting with our Private Fleets, our bare metal, persistent servers.
Pricing
Discover how Edgegap's orchestration is cost effective versus your current AWS Gamelift bill.
AWS orchestrates cloud instances only. Edgegap orchestrates cloud and bare metal, and bare metal means egress-free hosting.
AWS Gamelift | Edgegap | |
|---|---|---|
Orchestration | Cloud orchestration only | Hybrid orchestration (cloud + bare metal) |
Locations |
|
|
Egress Free Hosting | Only available on Gen6 (more expensive) | yes, via Private Fleets |
AWS Gamelift | Edgegap | |
|---|---|---|
Model | Fleet-based billing | On-demand, per container deployment & billing |
Co-tenancy | No |
|
AWS Gamelift | Edgegap | |
|---|---|---|
Idle capacity | Billed. Warm fleets run and bill between peaks. | Not billed. Zero active deployments costs $0 on Edge Cloud. |
Billing granularity | Per instance-hour, per region, purchased in advance | Per vCPU-minute, fractionable from 0.25 vCPU (smaller with volume), no commitment. |
Edgegap | AWS GameLift | |
|---|---|---|
Orchestration | Traditional, fleet-based pre-provisioned capacity. Scale-to-zero added January 2026, with a cold-start delay when scaling back from zero. | |
Infrastructure | AWS only. Single-provider; no cross-provider rerouting. | |
Regions | 615+ Edge Cloud locations worldwide, 58 Fleet locations globally | 35 GameLift-available locations as of July 2026 (26 regions + 9 Local Zones), each selected and billed separately |
Pricing | $0.00115/min per vCPU (fractionable), $280/month Performance host (16 vCPU, 32 GB, 6 TB egress) / $320/month Overdrive (3.7-5.1 GHz, 64 GB) on a 12-month commitment | Per-region instance pricing, purchased location by location. Network bandwidth is free on generation-6+ instances as of June 2026 (excludes China); other add-ons may apply: Elastic IP, ELB, FlexMatch, CloudWatch, support plans. |
Scalability | 14M CCU with real world testing, 135M sessions LTD, automatic with no pre-provisioning | 100M CCU tested via 83,333 pre-provisioned VMs; real-world peak ~14M CCU per AWS, requiring manual fleet pre-configuration |
Integration | Unity/Unreal plugins only; no netcode samples; Unreal still requires building from Source | |
Support | No developer community or support channel highlighted, even as a paid option | |
Latency | States latency is "critical" but publishes no latency performance data for GameLift | |
Track Records | Long-running AWS service; current case studies include Apex Legends and others (roster refreshed periodically, as of August 2026) |
Every GameLift figure is cited from AWS documentation or announcements on the date shown. Full source list.

Clients
15 case studies are available from studios that moved to Edgegap from another platform.

Migrating a LiveOps Multiplayer to Edgegap to Solve DevOps Workload
Discover why #1 VR extraction shooter is powered by Edgegap's game server hosting & orchestration.
Case Study

Persistent Servers that Scale Instantly & Improve End Users Experience
Discover how The Isle improved its players’ experience with Edgegap’s global deployments of persistent servers.
Case Study

A Cozy MMO Migrated in Days with Edgegap's Game Server Orchestration
How Qloud Games migrated Loftia's game server hosting to Edgegap in under 24 hours and ran a flawless closed beta with thousands of concurrent players
Case Study

VR Warfare at Scale: Triangle Factory Launches Forefront 1.0 on Edgegap
How Triangle Factory migrated their most ambitious VR shooter to Edgegap and launched their full 1.0 with confidence.
Case Study

From Peer-to-Peer to Fair Fights: Bloody Bastards on Dedicated Servers
How Tibith Ltd migrated Bloody Bastards, a 40M download mobile hit, from P2P to Edgegap's dedicated servers & matchmaking, ensuring every match is server-authoritative.
Case Study

How Noodlecake Delivers Multiplayer and Forgets the Servers Exist
How Noodlecake moved Super Flappy Golf to Edgegap's automated orchestration and got back to building the game.
Case Study

Competitive VR needs Infrastructure to Match: Breachers Migrates to Edgegap
How Triangle Factory brought their competitive 5v5 VR shooter to infrastructure built for the precision the genre demands.
Case Study

Using Edgegap’s Fleets for a fully automated server management flow
Learn how Blue Duck Studios uses Edgegap's Fleets API to orchestrate its soccer game's servers.
Case Study

1047 Games on Edgegap: A Smooth Migration and Launch
How 1047 Games moved Splitgate: Arena Reloaded onto Edgegap and launched Empulse on its orchestration, with hosting that stayed reliable throughout.
Case Study

From homebrew orchestration to 50k players overnight
How Slipstream Games cut server costs by 50%, reduced its ping from 200-250ms to 100-110ms & launched on CrazyGames reaching 50k players in 24 hours.
Case Study

From Fleet to On-Demand: Dedicated Servers for an Indie Scooter Game
How iScoot migrated from fleet-based hosting to on-demand instance-based orchestration, resulting in 10x smaller dedicated servers and a cost model built for an indie game.
Case Study

On Demand, On Budget: Triangle Factory Brings Hyper Dash to Edgegap
How a free-to-play VR shooter stays fast, global, and cost-efficient with on-demand infrastructure that scales with its players.
Case Study
Discover the impact of Edgegap's automated game server orchestration for a flawless multiplayer experience.
Methodology
Each metric states what is measured, over what window, and what is excluded. Benchmark results are dated to the test that produced them and are not restated as current figures.
Where servers can run, and how many we have run.
615+locations
Distinct deployment targets where a game server container can be scheduled on demand.
58locations
Locations where a studio can reserve dedicated bare-metal or VM hosts for its exclusive use.
135million deployments
Total game server deployments orchestrated since February 2019, including deployments that failed to start — the same basis our competitors use.
How fast a server arrives, and what the platform sustains under test.
2seconds · median
From cold start — provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.
40per second
Started deployments per second, averaged over a continuous 60-minute benchmark.
14million concurrent
Concurrent sessions reached on real game server containers, at 100 players per server.
What we commit to contractually, and what the monitors record.
99.99%SLA commitment
Committed under our terms of service. Trailing 90-day measured uptime: 100.000%.
17+providers
Infrastructure providers under contract and available for production deployments. Failover is automatic.
Live component status is published at status.edgegap.com.
One entry per metric: what is measured, how, and over what window.
A location is a distinct deployment target: one datacenter site at one of our infrastructure providers, in which a game server container can be scheduled on demand. Sites are counted once each regardless of how many providers operate in the same metro, and count only while accepting deployments.
The subset of the 615+ where a studio can reserve dedicated bare-metal or VM hosts for its exclusive use rather than deploying into shared on-demand capacity. Published live on the Fleet Manager page. This is also the number that carries the included-egress allowance.
Counted as total deployment records since February 2019, including deployments that failed to start — the same basis our competitors use.
From cold start — provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.
The orchestrator started real game server containers continuously for 60 minutes, averaging 40 started deployments per second over the full hour, counted at deployment start rather than at ready state. Measured across 550+ locations and 17 providers in November 2023.
In November 2023, the platform sustained 40 game server deployments per second for 60 minutes across 550+ locations and 17 providers, reaching 14 million concurrent sessions at 100 players per server. Game servers were real containers; player clients were simulated.
Availability is committed at 99.99% under our terms of service and measured continuously against five independently monitored components — Container Registry, Dashboard, Public API, Public Documentation and Website. Trailing 90-day measured uptime: 100.000%. The live figure is published on status.edgegap.com.
Distinct infrastructure suppliers under contract and available for production deployments, counted at corporate-entity level. Failover between providers is automatic.
What gets reviewed, on what cadence, and what carries its own date.
Platform figures on this page are reviewed and refreshed quarterly. Metrics drawn from live sources — availability and game server deployments — carry their own as-of dates and are updated as measured. Benchmark results are dated to the test that produced them and are not restated as current figures.
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