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

Migration
/
Gameye
Edgegap is a simple API call.
There is no server SDK to add with Edgegap. Keep the image you already ship, re-point one session call, and run your baseline on Private Fleets for bare metal economics. What changes is the burst: instead of the same hyperscaler regions anyone can rent, deployments are placed on demand at the best available location across 615+ Edge Cloud locations, measured from the players in the request.
What changes (and doesn't change)
A Gameye migration is a hosting change, not a rewrite, and a short one. 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.
Upload your Container
You already ship a Docker image, so the artifact is unchanged. Push the same image to our registry, or keep the one you use today.
Your client connect flow
Your client still receives an address and a port and connects to it. Only where that address comes from changes.
Your matchmaker and your SDK-free server
There is no server SDK to add, the same way there was none to add on Gameye. Nakama, Pragma, PlayFab, FlexMatch in standalone mode and custom backends all keep working: they call a different endpoint, nothing more.
What Changes
The region parameter goes away
Your session call names a region today. Edgegap's does not take one. Placement happens at request time across 615+ Edge Cloud locations, measured from the players in the request, so coverage stops being a configuration you maintain.
One deploy call replaces the session call
The shape is familiar: one POST, and the address and port come back in the same response. You are swapping an endpoint and a payload, not rebuilding a backend.
Bare metal stops being the whole plan
Private Fleets carry your baseline on dedicated hardware with egress-free hosting, and burst onto Edge Cloud when demand runs past them. The fleet is a floor, not a ceiling.
Your worldwide server capacity stops being a commitment
Private Fleets are reserved capacity you can resize as your traffic curve moves, not a worldwide server capacity you lock in ahead of a season. Everything past the fleet runs on Edge Cloud, where there is nothing to reserve and nothing to size.
Expected Timeline
Step 1
Replace the session call in your backend with one deploy request. No game server code changes.
~2 hours
Step 2
Your server already runs as a Docker image, so this step is a check rather than work.
Already done
Step 3
Edgegap's registry is available for free, or keep Docker Hub, ECR, GitLab, etc.
~30 min.
Step 4
Remove the region selection your backend maintained. Placement is handled at request time.
~2 hours
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 Gameye to Edgegap's game server hosting & orchestration, the following simple steps will get you running in no time. Our engineers are available for free integration support on Discord.
Before getting started, it helps to be clear on what integrates with what. Edgegap is an API: your backend posts a deploy request and receives an address and port, and nothing is added to your game server binary. There is no server SDK, and the Unity, Unreal and Godot plugins are editor conveniences for building and pushing images, not a dependency of the platform. The matchmaker is optional and separate: keep the one you use today, or use ours. We expect that: you currently use Gameye, and you have a working game server container.
Edgegap does not require an SDK to integrate, and neither did Gameye, so nothing comes out of your game server. The work is in your backend. Where it posts a session request naming an image and a region, it now posts a deploy request naming your App and Version, along with the player IPs for placement. The address and port come back in the same response, exactly as they do today, and your client connect flow is untouched. Readiness works the same way too: your server listens on the port it is given, and no lifecycle callbacks are involved.
Your game server already runs as a Docker image, so this step is a check rather than a rebuild. Confirm the image builds and starts locally, then push it to Edgegap's free registry, or keep Docker Hub, ECR, GitLab or any other OCI-compatible registry. If you want to rebuild from scratch, the quickstart tools for Unity, Unreal Engine and Godot take 5 to 20 minutes on a development project.
Header 1 | Header 2 |
|---|---|
Session API | Deploy API. One POST returns the FQDN and port in the same response. |
Region selection | No region parameter. Placement at request time across 615+ Edge Cloud locations, measured from the player IPs you send. |
Bare metal footprint | Private Fleets. Persistent hosts, egress-free, with automatic overflow to Edge Cloud. |
Warm pools | Supported on Private Fleets, where pre-warmed standby servers are kept ahead of demand by Server Browser scaling policies. Edge Cloud then adds on-demand compute alongside them, provisioned from a cold server to deployed in 2 seconds, median, measured to container ready, so you can cover the rest of the world in addition to your persistent Fleets or in place of them. Pre-warming still earns its place where the engine itself takes minutes to load assets and maps after the container starts. |
Container registry | Edgegap's free registry, or keep Docker Hub, ECR, GitLab or any OCI-compatible registry. |
Readiness health check | Unchanged in principle. Your server listens on the port it is given; no lifecycle callbacks. |
Matchmaker integrations (Nakama, Pragma, PlayFab, FlexMatch, custom) | All already supported, plus Edgegap's own no-code matchmaker, free to test. |
Engine integration | Unity, Unreal Engine and Godot plugins, plus netcode and backend. |
Analytics | |
Support | 24/7 for clients for free, integration support on Discord, Slack and email. |
Private Fleets are the direct equivalent of the bare metal you run today: persistent, dedicated hosts with egress-free hosting. The difference is what sits on top. When demand runs past the fleet, hybrid orchestration bursts onto Edge Cloud rather than into rented hyperscaler regions, and you rightsize the fleet monthly instead of committing ahead of a season.
Pricing
Discover how Edgegap's orchestration is cost effective versus your current Gameye bill.
Two drivers only. Padding this to three would invite a reader to check the third and find a tie.
On demand the two platforms are within a tenth of a cent. The difference shows up on the capacity you keep.
| Gameye | Edgegap |
|---|---|---|
On-demand compute | $0.07 per vCPU per hour | $0.00115 per vCPU per minute, which is $0.069 per hour |
Reserved or dedicated | $0.035 per vCPU per hour reserved; hosts $230.40 to $345.60 per month | $0.0282 per vCPU per hour on Private Fleets; $280 per host per month on a 12-month term |
Egress | Included | Included on Private Fleets |
A fleet sized for peak is idle most of the week. A fleet sized for the floor, bursting on demand, is not.
| Gameye | Edgegap |
|---|---|---|
Baseline | Bare metal footprint you size and commit to | Private Fleets, rightsized monthly as the traffic curve moves |
Burst | Hyperscaler capacity from the same public clouds available to any platform | Edge Cloud, 615+ locations, placed at request time and measured from the player |
Net effect at thousands of CCU | Bare metal economics, cloud-priced overflow | 25 to 35 percent below pure cloud with a properly optimized split. Model your own load in the pricing calculator |
Full comparison available here: "Edgegap vs Gameye".

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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