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Metaplay

Source-available backend platform for live service games

Founded 2019Freemium

Overview

Metaplay is a source-available game backend platform for building and operating live-service games with Unity and C#. It provides systems for player management, live operations, game economy, and analytics. Game logic is written once in C# and runs deterministically on both client and server. Includes a Vue.js LiveOps Dashboard and production-grade Kubernetes infrastructure on AWS.

Architecture

How Metaplay approaches the key architectural dimensions for live service games.

Server Authority

Deterministic re-execution with checksum validation

Client and server execute the same game logic independently. The server validates client actions by re-executing them deterministically and comparing checksums, catching cheats without round-trip latency.

Documentation
Shared Logic

Same C# compiles to Unity client and .NET server

Write game logic once in C# and compile it for both the Unity client (via IL2CPP) and the .NET server. No separate server codebase to maintain or keep in sync.

Documentation
Integration

Single integrated platform (actor model)

All features (player state, configs, analytics, matchmaking) run inside a single actor-model server. No service mesh, API gateways, or cross-service coordination needed.

Documentation
Source Access

Full source: server, client SDK, and dashboard

Complete source code access to the server runtime, Unity SDK, and LiveOps dashboard. Modify, debug, and extend any component without waiting on vendor support.

Documentation
Config Pipeline

Spreadsheets → typed C# objects → OTA binary delivery

Game designers edit spreadsheets that compile into strongly-typed C# config objects. Configs are validated at build time and delivered over-the-air as optimized binary archives.

Documentation
Dashboard

Vue.js source available, designed to be extended

The LiveOps dashboard is built with Vue.js and ships with full source code. Teams can add custom pages, player management tools, and game-specific workflows directly.

Documentation
Deployment

Managed cloud + self-hosted on your AWS

Start with Metaplay-managed cloud hosting for fast onboarding. When ready, move to self-hosted deployment on your own AWS account with full infrastructure control via Helm charts.

Documentation
Scalability

Stateful actor model; ~1,000 CCU per vCPU

Player state lives in-memory as actors, eliminating database round-trips for reads. This yields high density (~1,000 CCU per vCPU) and predictable per-player resource costs.

Documentation
Dev Experience

dotnet run starts full server locally

Run the complete backend on your development machine with a single dotnet command. Debug server logic with breakpoints, test configs, and iterate without deploying to the cloud.

Documentation

Live Service Features

Player Management

Authentication
Player Profiles
Player Segmentation

LiveOps

Live Events
Seasonal Content
Remote Config
A/B Testing
Scheduled Content

Economy & Monetization

Virtual Currency
Inventory System
IAP Validation
Targeted Offers

Engagement & Retention

Push Notifications
Leaderboards
Achievements
Social Features
Guilds/Clans
In-Game Messaging

Analytics & Insights

Analytics
Behavior Tracking
Revenue Analytics
Custom Dashboards

Multiplayer

Multiplayer
Matchmaking
Chat
Server-Authoritative
Cheat Protection

Infrastructure

Cloud Save
Serverless Logic
Dedicated Servers
Global Scaling
Managed Services
Self-Hosting

Operations

Admin Dashboard
Player Support Tools
Moderation
Load Testing
GDPR Compliance
AI Features

Platform & SDK

Source Code Access
Multiplatform SDK
Customizable
Extensible
Shared Client-Server Logic

Strengths

  • Source-available SDK with full C# game server, Unity SDK, and dashboard code
  • Deterministic shared client/server logic in C# eliminates sync bugs
  • Data-driven game configs via Google Sheets/CSV with over-the-air updates
  • Built-in LiveOps Dashboard for player management, experiments, and broadcasts
  • Config-driven player segmentation and targeting via LiveOps Dashboard

Limitations

  • Unity-focused client SDK (no Unreal SDK); WebGL builds supported
  • No built-in physics engine for FPS-style authoritative hit detection
  • Async matchmaker only (no synchronous real-time matchmaker)

Pricing

Freemium

Free for local development. Starter €195/month (5 DAU), Pre-Launch €995/month, Production €1,985/month+.

Supported Platforms

UnityCustom Engine

Sources

Last updated: 2026-02