In the trenches with you
Our engineers join your standups, ship alongside your team, and stay accountable for what lands. We work as part of your team for as long as you need us there.
Multiplay has been hosting game servers for more than 25 years, and over 600 games have run on the platform in that time. It sits between your matchmaker and global compute, handling scaling, patching and resilience so your team does not have to. 40-plus regions across owned bare metal and multi-cloud, with a sub-30ms target in the major population centers.
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Fleet uptime
Multiplay pioneered the hybrid model in the 2010s, running bare metal and cloud as one system, and has operated it at scale ever since. One scaling system decides where each session runs, across 40-plus regions and five public clouds alongside our own hardware.
Multiplay is built on its hybrid allocator, which allocates hosting capacity in the region and location of your choice. The scaling and provisioning of that capacity sits with us, enabling sub-second allocation times and cost-effective descaling exactly where your players want to play. We deal with everything under the hood: security, maintenance and shipping builds.
Our platform balances different server specifications so every location has capacity to scale into, whether you're scaling onto bare metal or a cloud provider, all while being cost aware. We run across multiple cloud providers to maintain an ultra-resilient architecture, combined with bare metal providers to balance cost against resilience.
Asking for a server takes less than a second. We do that by maintaining a dynamic buffer against each region's capacity, kept ready and cost optimised so the buffer stays as small as it can be. There's always one free, so when your game asks for a server, you get it.
When the match ends, we deallocate it and account for that in the scaling pool, scaling up and down automatically to reflect the change in allocations. If players turn up faster, we scale faster. If they stop turning up, we get rid of the capacity so the platform maintains its cost efficiency.
Updating a live game can mean a lot of pain and a lot of worry. Multiplay invented the concept of zero-downtime updates for game servers, and the way we do it is patching in place against the capacity you already have, so there's no wastage and no duplicate deploys.
We take care of the deployment, using our CDN technology to push the game server build out to edge nodes worldwide without affecting the player experience, even while players are in game.
What this delivers is a production fleet you can roll forward and back between builds seamlessly by changing a single parameter on the allocation API. In development, it gives you an extremely robust environment where you can run multiple builds simultaneously on one fleet, and iterate quickly and reliably, with the same mechanism making production deployments predictable and reliable.
Alongside the DDoS protection we have in place, being a multi-provider solution gives us a second layer of resilience. When there's a routing or network problem, we turn off the capacity in that location or data centre and route traffic elsewhere, without you needing to manage it. Redundancy and resiliency are built in by design.
The same process covers hardware faults, VM faults, location issues and network issues across the board, and it extends to software and performance problems, which we detect and mitigate the same way. We take responsibility for the maintenance and resilience of the hardware across every provider we work with, along with the compliance they carry. We own the fleet's health, and that's how we deliver great player experiences.
One group, four studios, and the same principles on every engagement.
Our engineers join your standups, ship alongside your team, and stay accountable for what lands. We work as part of your team for as long as you need us there.
Twenty-five years, 800-plus game launches behind us, and two billion players served. Auth failures, scaling fires, the 2am launch crisis: we have solved all of it already, which is why we usually know where a system will break before it does.
Scale, compliance, legacy migrations, 10M CCU load testing. The problems that break teams are where we do our best work, and they are most of the reason we like this job.
Deadlines do not move and neither do we. From a VC timeline to a Department of Defense contract, we deliver under pressure, and we tell you early if anything looks at risk.
We hold strong opinions about matchmaking, progression, and UI because we play the things we build. Caring about the player experience comes easier when you live in it.
Hosting stays light early, gets heavy from pre-launch onward, and then never stops. Here is what we take on at each stage, and how much of it we carry as the game moves through them. This is a multiplayer service, so single-player titles rarely need dedicated game servers at all.
We start with technical discovery and a product-fit review. We make the architecture decisions with you and plan capacity across bare metal and cloud together, so the shape of the fleet is agreed. We recommend how to integrate, through our SDK or straight on the allocation API.
We take your compiled game server binary, evaluate it and integrate it with the orchestration platform. That happens through our SDK, the CLI or the allocation API directly, and it works the same way whether the game is built in Unity, Unreal or your own engine. On an assisted integration your team keeps ownership of the build while we co-design the integration and sit in your design reviews.
We validate the fleet and run end-to-end tests, including the matchmaker workflows that allocate and release servers. We load test on the numbers you are planning for and check the autoscaler behaves when demand moves fast. Observability comes with it, so logs, crash reports and traces are tagged per allocation and you can follow a single session through the system.
We pre-warm capacity and ramp it ahead of go-live, so the servers are already standing when the game opens. The engineer who has been on the project since the first call is there through the launch window. We agree what burst looks like, which regions come up in what order, and what happens if demand arrives somewhere nobody expected.
Capacity is warm before players arrive, with steady-state load on bare metal and burst going to cloud as demand climbs. We watch fleet health in real time and our engineers are on it around the clock through the launch window. The autoscaler places every session on the best available host, so a region filling faster than forecast gets covered as it happens.
We keep optimizing capacity across bare metal and cloud as the real player curve appears, which is where most of the hosting cost gets decided. We handle OS and game patching and promote new builds through your environments. We plan capacity around seasons and DLC, so a content drop does not arrive with the fleet sized for a quiet week.
Our engineer stays on the account, so the person who knows your fleet is still there in year three. We keep patching, promoting builds and tuning capacity as the game changes. Incident support runs around the clock, and we review the account with you regularly to take out what the game no longer needs.
A few of the games running on our fleet right now.
Gang Beasts
Boneloaf
Chivalry 2
Torn Banner
Rising Storm 2: Vietnam
Tripwire
Among Us
Innersloth
You get people who care about it as much as you do, for the whole life of it.