Can Gameye be used for long-lived sessions (MMOs, persistent worlds)?
Gameye is currently optimised for short-lived, session-based multiplayer games — one match, fixed duration. Real-time strategy games, battle royale titles, and sports games are typical use cases.
Long-lived sessions (persistent world servers, MMOs, always-on game servers) work on the platform, but with some caveats:
- No session-based autoscaling — Gameye does not currently scale container inventory based on active player counts within running sessions. Session-based scaling is on the roadmap.
- Restart policy — if you need the container to survive crashes without manual intervention, use
"restart": truein your session start call. This restarts the container automatically on failure, but not on manual termination. - Billing — long-lived sessions accrue billing continuously for the duration. Ensure your shutdown and restart logic is reliable to avoid runaway costs.
If your architecture depends heavily on persistent long-running servers with dynamic player-count scaling, evaluate whether current behaviour meets your needs and check the Changelogs for session scaling updates.
For most session-based games with matches under a few hours, Gameye works without issue. If you are unsure whether your use case is a good fit, contact [email protected].