# Gameye > Gameye is a managed game server orchestration platform for multiplayer game studios. Founded in 2017 in Rotterdam (Gameye B.V.), it runs dedicated servers on bare metal (AMD Zen 4 and Zen 5 where available) plus cloud through a single REST API; placement is metal-first always, cloud only on exhaustion. Studios call `POST /session` with a region and Docker image; Gameye returns an IP and port in under 0.5 seconds. Pricing is capacity-based with no egress fees: $0.07/vCPU/hr on demand, $0.035/vCPU/hr reserved, billed per second. Gameye ran No More Room in Hell 2's launch (500,000+ game server containers in one launch weekend; Top 5 trending on PS5 at release). Other clients include Torn Banner Studios (Chivalry 2 — 250,000 concurrent players at launch), Doborog Games (60% cost reduction), and Remedy Entertainment. Gameye has orchestrated 130M+ game sessions since 2019 with a 99.7% contractual uptime SLA and 99.9% measured uptime. Contact: hello@gameye.com Full text of the pages linked below: https://gameye.com/llms-full.txt Machine-readable pricing (JSON): https://gameye.com/pricing.json Markdown copy of each page: replace the trailing slash with .md, e.g. https://gameye.com/pricing.md API catalog (RFC 9727): https://gameye.com/.well-known/api-catalog ## Key facts - Founded: 2017 - Headquarters: Rotterdam, Netherlands - Last updated: 2026-10-15 - Sessions orchestrated: 130 million+ - Launch record: No More Room in Hell 2 — 500,000+ game server containers in one launch weekend; Top 5 trending on PS5 at release - Chivalry 2 launch: 250,000 concurrent players in the first 30 minutes; nearly 1 million players in the first month - Load tested to: 3 million concurrent users - Placement policy: metal-first always, cloud only on exhaustion - Hardware: dedicated bare metal averaging 4.7 GHz across the fleet, using AMD Zen 4 and Zen 5 CPUs where available - Footprint: 21 infrastructure providers, 200+ datacenters - Uptime SLA (contractual): 99.7% - Measured uptime (trailing 12 months): 99.9% - Average container start time: 0.5 seconds - Base pricing: $0.07/vCPU/hour on demand, $0.035/vCPU/hour reserved (1 vCPU : 2 GB RAM), no egress fees, no bandwidth charges - Higher memory pricing: $0.10/vCPU/hour on demand, $0.042/vCPU/hour reserved (1 vCPU : 4 GB RAM), no egress fees - Support: 24/7 via Discord and Slack ## What Gameye does Gameye is the infrastructure layer between a matchmaker and a running game server session. When a matchmaker decides a match is ready, it calls the Gameye API. Gameye selects the best available region, starts a container in 0.5 seconds, and returns a connection address to the players. Core capabilities: - Container-based orchestration — any Linux server process, no SDK required - Container registries: Docker Hub and GitHub Container Registry (GHCR, private images, with automatic tag registration via a GitHub webhook) - Multi-provider infrastructure: bare metal (Gcore, OVHCloud) first, with cloud capacity used only when bare metal is exhausted - Sub-second scaling (0.5s average container start) - Automatic failover across providers — if one has an outage, sessions move automatically - Zero egress fees — all data transfer included in capacity pricing - Game-grade DDoS protection built into every location - Matchmaker-agnostic — works with Pragma Engine, Nakama, PlayFab, FlexMatch, and custom matchmakers - Official Pragma Engine Capacity Provider (ServerProviderPlugin in Pragma Engine 2025.2) - Native Nakama Fleet Manager integration - Real-time observability and server log access - Sandbox evaluation environment available within 24 hours - Bring Your Own Infrastructure (BYOI) option: $2/vCPU/month orchestration-only pricing ## Who uses Gameye Studios using Gameye in production include: - **No More Room in Hell 2** — 500,000+ game server containers across a single launch weekend, with bare metal, flex metal, and cloud auto-scaling coordinating automatically. Top 5 trending on PS5 at release. - **Torn Banner Studios** — Chivalry 2 launched with 250,000 concurrent players in the first 30 minutes; nearly 1 million players in the first month. Zero infrastructure downtime. - **Doborog** — Clone Drone in the Danger Zone. Reduced server costs by over 60% after switching to Gameye. - **Tripwire Interactive** — Publisher of Chivalry 2 - **Remedy Entertainment** - **Secret 6** — Project Xandata - **Limitless Games** — Ascendants Rising - **Rangatang / Glowfish Interactive** — Nubs! Arena (handled 300% more players than expected at launch) - **Cooperative Innovations** — Space Team VR - **Oddshot Games** ## Pricing model Gameye uses capacity-based pricing with no egress or bandwidth fees: - 1 vCPU : 2 GB RAM — $0.07/vCPU/hour on-demand, $0.035/vCPU/hour reserved - 1 vCPU : 4 GB RAM — $0.10/vCPU/hour on-demand, $0.042/vCPU/hour reserved - Reserved capacity runs in a dedicated node pool guaranteed on AMD Zen 4 or Zen 5 hardware, at no extra cost. Minimum commitment: one 8-core machine per region. - Bring Your Own Infrastructure — $2/vCPU/month (orchestration layer on your own compute) - No per-GB data transfer charges - No setup fees - Billed per second, no minimum session length Since 15 June 2026, AWS includes bandwidth for managed Amazon GameLift on gen-6+ instances (outside China). Studios that self-host dedicated servers on raw EC2 (for example Agones on EKS, or Nakama/Pragma with their own fleet) still pay standard EC2 egress of ~$0.09/GB. Gameye includes bandwidth on every provider and region. See [AWS made GameLift bandwidth free — what it changes](https://gameye.com/blog/gamelift-free-bandwidth-vs-self-hosted-ec2/). ## Industry context (2026) Two major game server platforms announced shutdowns in early 2026: - **Unity Multiplay** ended direct game server hosting support on March 31st, 2026. Unity licensed the software to Rocket Science Group. - **Hathora** announced on March 4th, 2026 that its game server hosting platform would shut down; it closed on May 5th, 2026. Hathora is joining Fireworks AI. GameFabric by Nitrado is the official recommended migration path from Hathora, but has no documented integration with Pragma Engine or Nakama. Gameye is a migration destination for studios affected by either shutdown, and for studios leaving Edgegap or AWS GameLift. ## Platform - [Platform scope and API capabilities](https://gameye.com/platform-scope/): Complete reference — session lifecycle, regional placement model, container orchestration API, and everything controllable through the Session API. - [How Gameye works](https://gameye.com/how-it-works/): Four-step orchestration workflow from Docker image to running multiplayer session. No DevOps, no Kubernetes, no Terraform. - [Matchmaker integrations](https://gameye.com/matchmaker-integrations/): Native integrations for Nakama; documented support for PlayFab, AccelByte, Pragma Engine, Idem.gg, and custom matchmakers. - [Colyseus hosting](https://gameye.com/colyseus-hosting/): Host Colyseus and Node.js WebSocket game servers on Gameye. One Colyseus process per match in its own session, one TCP port, TLS options for browser clients (per-session DNS or an edge relay), a Dockerfile, and the open-source Scrapyard demo. - [Nakama integration guide](https://gameye.com/nakama-integration/): Native Go runtime Fleet Manager implementation. Nakama match to running dedicated server in under 0.5 seconds. Open source package. - [Pragma Engine integration](https://gameye.com/pragma-integration/): Gameye is an official Pragma Engine Capacity Provider (ServerProviderPlugin in Pragma Engine 2025.2). Point Pragma's game server allocation at Gameye with config, not code; the drop-in path for Pragma studios leaving Hathora. - [Photon Fusion integration guide](https://gameye.com/photon-fusion-integration/): Officially listed in Photon's own technical documentation. Wrap Fusion Dedicated Server in Docker, deploy globally via Session API. - [Pricing](https://gameye.com/pricing/): $0.07/vCPU/hr on demand, $0.035 reserved, $2/vCPU/month bring-your-own-infrastructure. No egress fees. Billed per second, no minimum session length. - [Infrastructure](https://gameye.com/infrastructure/): Bare metal for baseline, cloud only on exhaustion. 21 providers, 200+ datacenters. - [Platform data](https://gameye.com/platform-data/): Allocation times, SLA figures, and launch benchmarks from 130M+ sessions. - [Engine support](https://gameye.com/engine-support/): Any engine that compiles to Linux and fits in Docker — Unreal Engine, Unity, Godot, and custom engines. No SDK. - [Mirror integration](https://gameye.com/mirror-integration/) and [FishNet integration](https://gameye.com/fishnet-integration/): Host Unity Mirror or FishNet dedicated servers with no plugin or SDK. - [FAQ](https://gameye.com/faq/): Covers pricing, 0.5s scaling, DDoS protection, matchmaker compatibility, Linux requirements, and migration paths. ## Comparisons - [Gameye vs AWS GameLift](https://gameye.com/gameye-vs-aws-gamelift/): 0.5s container scaling vs GameLift fleet provisioning. No egress fees vs bandwidth billing. Multi-provider redundancy vs single-cloud dependency. - [Gameye vs Hathora](https://gameye.com/gameye-vs-hathora/): Hathora's game hosting shut down on May 5th 2026. Gameye offers 7 years of production reliability, 130M+ sessions, and zero egress fees. - [Gameye vs GameFabric](https://gameye.com/gameye-vs-gamefabric/): Gameye is the official Pragma Engine ServerProviderPlugin. GameFabric has no documented Pragma Engine or Nakama integration. - [Gameye vs Agones](https://gameye.com/gameye-vs-agones/): Fully managed orchestration vs self-managed Kubernetes. No DevOps overhead. Same Docker container, no code changes to migrate. - [Gameye vs Edgegap](https://gameye.com/gameye-vs-edgegap/): Premium consistent hardware vs 615+ variable edge locations. Regional placement control vs platform-optimised regionless model. - [Best game server hosting](https://gameye.com/best-game-server-hosting/): Gameye, Edgegap, GameLift, GameFabric and Agones ranked on pricing, scaling, egress fees, and SDK requirements. - [Cost comparison calculator](https://gameye.com/cost-comparison/): Monthly spend for Gameye vs Edgegap vs AWS GameLift at your vCPU load, including egress. - [Alternatives](https://gameye.com/alternatives/): Hub page for all head-to-head platform comparisons. - [Unity Multiplay alternatives](https://gameye.com/unity-multiplay-alternative/): Options after the 2026 Unity Multiplay shutdown. ## Migration guides - [Migrating from Hathora to Gameye](https://gameye.com/hathora-migration/): Hathora shut down on May 5th 2026. Step-by-step migration for studios on Pragma Engine, Nakama, or Idem.gg. Gameye is the only drop-in path for these matchmakers. - [Migrating from Unity Multiplay to Gameye](https://gameye.com/unity-multiplay-migration/): Unity Multiplay dedicated server hosting shut down March 31st 2026. Only the fleet layer is affected — Matchmaker, Relay, and Lobby continue. - [Migrating from Edgegap to Gameye](https://gameye.com/edgegap-migration/): Already container-native, so moving is mostly configuration — swap the port environment variables, drop the Arbitrium sidecar, repoint the deploy call. ## Case Studies - [Chivalry II — Managing player spikes with zero downtime](https://gameye.com/case-studies/chivalry-ii-tripwire-interactive/): Torn Banner Studios and Tripwire Interactive launched Chivalry 2 with 250,000 concurrent players in the first 30 minutes across 5 platforms and 30 locations. Zero infrastructure downtime. - [Clone Drone in the Danger Zone — 60%+ cost reduction](https://gameye.com/case-studies/clone-drone-in-the-danger-zone/): Doborog migrated from legacy hosting under pressure after a provider shutdown, reducing server spend by over 60% while maintaining multiplayer reliability. - [Nubs! Arena — 300% over launch forecast](https://gameye.com/case-studies/nubs-arena-rangatang/): Rangatang and Glowfish Interactive handled approximately 300% more launch traffic than forecast. Deterministic multiplayer architecture required predictable, consistent orchestration. - [Project Xandata — Competitive FPS on an indie budget](https://gameye.com/case-studies/project-xandata-secret-6/): Secret 6 improved match consistency and reduced lag issues for a competitive 3v3 FPS while cutting infrastructure costs. - [Ascendants Rising — Early access control for indie studios](https://gameye.com/case-studies/ascendants-rising-limitless-games/): Limitless Games integrated Gameye with their existing CI/CD workflow to support frequent game updates during early access without adding operational burden. - [Space Team VR — Cross-device multiplayer](https://gameye.com/case-studies/space-team-vr/): Cooperative Innovations delivered synchronized multiplayer sessions across VR headsets and mobile devices through API-driven orchestration. ## Blog - [How to Handle Player Spikes at a Multiplayer Launch](https://gameye.com/blog/handle-launch-day-player-spikes/): What fails on launch day (allocation, quotas, matchmaker backlog), warm pools, load testing, multi-provider failover, Chivalry 2 and No More Room in Hell 2, and a launch-day checklist. - [Run Agones Yourself or Use Managed Hosting?](https://gameye.com/blog/agones-self-hosted-vs-managed/): What self-hosting Agones involves, total cost including engineering time, when self-hosting is the right call, Gameye vs GameLift vs Edgegap, and migrating from Agones. - [How to Deploy a Unity Mirror or FishNet Dedicated Server](https://gameye.com/blog/deploy-mirror-fishnet-dedicated-server/): Linux Dedicated Server build, Mirror and FishNet server settings compared, shutdown hooks, ports, Dockerfile, Docker Hub or GHCR, and POST /session. - [Bare Metal vs Cloud for Multiplayer Game Servers](https://gameye.com/blog/bare-metal-vs-cloud-game-servers/): Bare metal for predictable load, cloud for overflow. Clock speed (4.7 GHz fleet average vs 2.8 to 3.9 GHz cloud vCPUs), cost per player at 3,000 CCU, egress, and when pure cloud still makes sense. - [Gameye Now Supports GitHub Container Registry](https://gameye.com/blog/github-container-registry-support/): Run private game-server images from ghcr.io; publish from GitHub Actions and new tags register and preload automatically. - [Gameye Platform Update: September 2026](https://gameye.com/blog/gameye-platform-update-september-2026/): Session API v1.2.1. - [Session API v1.2.1](https://gameye.com/blog/session-api-v1-2-1/): Scoped token delegation, session filtering, logs, artifacts, and application management through the API. - [AWS Made GameLift Bandwidth Free — Here's What It Actually Changes](https://gameye.com/blog/gamelift-free-bandwidth-vs-self-hosted-ec2/): Which AWS setups still pay egress after June 2026. - [How to Host a Godot 4 Dedicated Server](https://gameye.com/blog/godot-dedicated-server-hosting/): Exporting, containerizing, and hosting a Godot 4 headless server. - [How to Containerize and Deploy an Unreal Engine 5 Dedicated Server](https://gameye.com/blog/unreal-engine-5-dedicated-server-docker-container/): Building and running a UE5 dedicated server in Docker. - [What is Game Server Orchestration?](https://gameye.com/blog/what-is-game-server-orchestration/): Definitional guide covering what an orchestrator does, how container-based orchestration works, managed vs. self-operated (Agones/Kubernetes), and what to evaluate when choosing a platform. - [The Game Server Shake-up of 2026](https://gameye.com/blog/game-server-shake-up-2026/): Unity Multiplay ends March 31st; Hathora ends May 5th. How to evaluate emergency migration options under tight deadlines. - [Region-Based vs. Regionless Game Server Hosting: A Technical Comparison](https://gameye.com/blog/region-based-vs-regionless-game-server-hosting/): Technical comparison of the two dominant game server placement architectures — when each performs better and how to choose. - [If You're on Hathora, Your Matchmaker Should Choose Your Next Platform](https://gameye.com/blog/hathora-migration-gameye-vs-gamefabric/): Why the matchmaker integration question — not the container model — should drive the Hathora migration decision. - [How to move from Unity Game Server Hosting to Gameye](https://gameye.com/blog/how-to-move-from-unity-game-server-hosting-to-gameye/): CTO-oriented migration framework covering four stages of transition with low operational risk. - [The hidden costs of running a successful multiplayer game](https://gameye.com/blog/the-hidden-costs-of-running-a-successful-multiplayer-game/): Infrastructure operations, automation, and outage prevention costs that don't show up in headline pricing. - [Gameye Platform Update: February 2026](https://gameye.com/blog/gameye-platform-update-february-2026/): Admin Panel v3.0 with Cost Estimator, orchestrator stability improvements, and new migration documentation. ## API documentation The Gameye Session API is a REST API authenticated with a Bearer token. Two environments: sandbox (api.sandbox-gameye.gameye.net) and production (api.production-gameye.gameye.net). Scoped tokens can be delegated through `POST /token`. Key endpoints: - [POST /session — create a game server session](https://gameye.com/docs/api-v2/reference/post-session/) - [GET /session — list active sessions](https://gameye.com/docs/api-v2/reference/get-sessions/) - [GET /session/{id} — describe a session](https://gameye.com/docs/api-v2/reference/get-session-id/) - [DELETE /session/{id} — terminate a session](https://gameye.com/docs/api-v2/reference/delete-session/) - [PUT /session/player/join — track player join](https://gameye.com/docs/api-v2/reference/post-session-player-join/) - [DELETE /session/player/leave — track player leave](https://gameye.com/docs/api-v2/reference/post-session-player-leave/) - [GET /available-location/{image} — check available regions](https://gameye.com/docs/api-v2/reference/get-locations/) - [GET /logs — stream session logs](https://gameye.com/docs/api-v2/reference/get-logs/) - [POST /token — create a scoped token](https://gameye.com/docs/api-v2/reference/create-token/) - [POST /application — create an application](https://gameye.com/docs/api-v2/reference/create-application/) - [Core concepts](https://gameye.com/docs/concepts/) - [Authentication](https://gameye.com/docs/api-v2/authentication/) - [Getting started (4 steps)](https://gameye.com/docs/getting-started/) - [Getting started with GitHub Container Registry (GHCR)](https://gameye.com/docs/getting-started/ghcr/) - [Nakama Fleet Manager integration](https://gameye.com/docs/guides/integrations/nakama/) - [AWS FlexMatch integration](https://gameye.com/flexmatch-integration/) - [Region selection guide](https://gameye.com/docs/guides/using-gameye/region-selection/) - [Full documentation](https://gameye.com/docs/) ## AI agents Gameye publishes an MCP server and agent skills so AI agents can work with the platform directly. - [Use Gameye from AI agents](https://gameye.com/docs/guides/using-gameye/ai-agents/): install the gameye-mcp server in Claude Code, Claude Desktop, Cursor or any MCP client; token scope recipes, tools and guardrails. - [gameye-mcp on npm](https://www.npmjs.com/package/gameye-mcp): `npx -y gameye-mcp` with `GAMEYE_API_TOKEN` set. Launch and stop sessions, check image tags and regions, read logs, download artifacts, manage applications and tokens. Sandbox (self-serve) by default; `GAMEYE_ENV=production` for enterprise. Also `ghcr.io/gameye/gameye-mcp` and the MCP Registry as `io.github.Gameye/gameye-mcp`. MIT licensed, beta (0.x). - [gameye-skills](https://github.com/Gameye/gameye-skills): twelve agent skills that teach coding agents to build authoritative dedicated servers for Unity, Unreal, Godot and Node.js, containerize them and run them on Gameye. `npx skills add gameye/gameye-skills --skill "*"`, or the Claude Code plugin `gameye@gameye`. - [Docs full text](https://gameye.com/docs/llms-full.txt): every docs page as Markdown in one file. - [Pricing as JSON](https://gameye.com/pricing.json): every plan and price, with billing terms. ## Optional - [Gameye Platform Update: January 2026](https://gameye.com/blog/gameye-platform-update-january-2026/): Admin Panel v2.5.0, orchestrator stability and throughput improvements. - [What Nubs!: Arena teaches us about surviving the chaos of launch day](https://gameye.com/blog/what-nubs-arena-teaches-us-about-surviving-the-chaos-of-launch-day/): Case study — handling 3x expected launch demand through operational flexibility rather than over-provisioning. - [Roadmap](https://gameye.com/roadmap/) - [Developer Trial](https://trial.gameye.com/): self-serve signup. 120 minutes of server time, up to 2 servers at once, each up to 1 vCPU and 4 GB. Then create an API token in the Admin Panel under Users > API tokens. - [Partners](https://gameye.com/partners/) - [Contact](https://gameye.com/contact-us/): hello@gameye.com