October was about meeting developers where they already work. Gameye now pulls images from GitHub Container Registry, coding agents can deploy to Gameye through an MCP server and a set of agent skills, a GitHub Action registers new builds from CI, and Nakama picks a region for every match. Underneath, servers now get their full shutdown window when a session ends.
Here’s everything that landed.
GitHub Container Registry
Self-serve accounts can now run images straight from GitHub Container Registry (GHCR), public or private, alongside Docker Hub. The launch post covers setup: Gameye now supports GitHub Container Registry.
The Admin Panel gained the pieces that go with it:
- The tag picker shows where each tag comes from, with its digest, size and build date.
- GHCR application pages show the GitHub webhook settings, so new pushes reach Gameye without a support ticket.
- The application form warns you when the image owner doesn’t match your organization name, which private GHCR pulls require.
Behind the scenes, private GHCR images are now pre-pulled when a node is provisioned, public packages fall back to an anonymous pull if a token exchange fails, and an organization-wide GitHub webhook no longer logs failures for packages that aren’t Gameye applications.
Gameye for AI coding agents
More multiplayer games now start with a coding agent writing the server. Two open-source tools, both MIT licensed, let that agent finish the job on Gameye.
gameye-mcp
gameye-mcp is a Model Context Protocol server. It went public this month and reached 0.4.0. It’s on npm (npx -y gameye-mcp), as a container image at ghcr.io/gameye/gameye-mcp, and in the official MCP Registry as io.github.Gameye/gameye-mcp.
An agent connected to it can launch and stop sessions, check image tags and regions, read logs, download artifacts, and create applications and API tokens. The token’s scopes decide what it may change.
0.4.0 adds guardrails that apply before a launch is sent: by default at most 5 sessions running from one server, a TTL of at most 4 hours, and 20 launches per server run. Each limit can be raised with an environment variable. Behaviour change: a launch with a TTL above 4 hours is now refused unless you raise GAMEYE_MAX_TTL.
gameye-skills
gameye-skills is a pack of twelve agent skills that teach Claude Code, Cursor, Copilot and other agents how to design an authoritative server, build it for Unity, Unreal, Godot or Node.js, containerize it, test it locally and run it on Gameye. v1.6.1 is the first tagged release. This month’s additions include a troubleshooting skill, a three.js client reference, region selection that works in the browser, and two ways to give browser clients a secure WebSocket.
Install the skills with npx skills add gameye/gameye-skills --skill "*", or both tools at once in Claude Code with /plugin install gameye@gameye. The AI agents guide covers every client.
The docs and website are easier for agents to read, too. Every page has a Markdown copy, /llms-full.txt collects them in one file, and /pricing.json lists every plan and price.
Deploy from GitHub Actions
Gameye Deploy is a new GitHub Action, listed on the GitHub Marketplace. After your workflow pushes an image, it registers the tag with Gameye, waits until the tag is pulled in the regions you choose, and can run a smoke-test session. It writes a job summary and can record a GitHub Deployment.
Use gameye/deploy-action@v0, which now points at v0.3.0. Behaviour change in v0.3.0: an api-url outside Gameye’s own domain now needs allow-custom-api-url: true. The GitHub Actions guide has a complete workflow.
Nakama: a region for every match
The open-source Gameye Fleet Manager for Nakama had two releases. v0.1.0 supports Nakama 3.39 and newer and defaults to the self-serve API. v0.2.0 picks the region per match: from the gameye.region match metadata when you set it, otherwise from the players’ latencies.
To see it working, play Scrapyard, a browser car-combat game. Nakama’s matchmaker forms each quick-play match and Gameye starts its server in the nearest of Frankfurt, Virginia or Singapore, or in the region you pick. The code is open source at Gameye/scrapyard-nakama, and the Nakama guide was refreshed to match.
Photon Fusion: the BR200 sample as a dedicated server
Gameye/fusion-br200-dedicated-server is a new open-source kit that runs Photon’s BR200 Battle Royale sample as a Linux dedicated server on Gameye. You get BR200 from the Unity Asset Store under your own licence and copy the kit into the project. The kit has no Photon or BR200 code and doesn’t change the sample’s C#.
It adds a Unity build method that produces a Linux Server build and fails if Unity builds anything else, a small non-root Docker image whose entrypoint turns environment variables into BR200’s command-line options, scripts to build, package and run the server locally, and a sample POST /session body. The free trial is enough to try it. For Fusion in general, see the Photon Fusion guide.
Session API and orchestration
Full shutdown window. When a session is stopped through the API or its TTL runs out, the server now gets its configured stop timeout to save results and close connections before it is killed. Before, Docker killed it after 10 seconds.
Accurate end times. Session end times now come from the moment the container actually exited, and every session timestamp is in UTC.
Clearer lookups. GET /session/{id} returns 404 when the session’s container no longer exists, instead of an error.
Docs and website
- The API quickstart, Admin Panel guide and FAQs now explain the self-serve route to an API token: sign up at trial.gameye.com, then create a token under Users > API tokens. Self-serve accounts call
api.sandbox-gameye.gameye.net. - Every page names the production API host as
api.production-gameye.gameye.net. - The legacy API pages are archived, and their addresses redirect to API v2.
- The docs now warn against putting secrets in a session’s
env, which anyone with access to your organization can read. - Docs pages show their real “last updated” date.
- New pages: Pragma integration, game server orchestration and Colyseus hosting.
- The pricing page now lists the free trial’s limits: 120 minutes of server time, up to 2 servers at once, each up to 1 vCPU and 4 GB.
What’s coming next
Self-serve billing remains the focus for November, and we’ll share details when it’s ready.
Questions about any of these changes? See the docs or reach out directly.
More platform updates: ← September 2026