Product Roadmap

What's coming to Gameye

A look at what we're building in 2026 — and what's already live. Updated as milestones are confirmed.

Last updated March 2026

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Live now

Available today

Session API

Start, stop, and monitor dedicated game server sessions via REST. Returns IP and ports in ~0.5 seconds.

Global regions

Bare metal and cloud capacity across North America, Europe, Asia-Pacific, and South America with automatic failover.

Matchmaker integrations

Native Fleet Manager for Nakama. Session API works with any matchmaker — Pragma, PlayFab, FlexMatch, or custom.

DDoS protection

Built into every location — not an add-on. Game-specific UDP flood mitigation on Gcore and OVHCloud infrastructure.

Cloud bursting

Capacity automatically spills into cloud providers during demand spikes. No configuration required from your side.

Log streaming & artifacts

Access session logs and retrieve files from completed sessions via the artifacts API for up to 4 hours post-termination.

Late Q1 2026

Session-based autoscaling

Shipping this week

Scale container inventory based on active player counts within running sessions — not just new session demand. No configuration required from your side.

Player-count-aware scaling

Gameye monitors the number of active players inside running sessions and adjusts the container pool accordingly — spinning up ahead of demand and releasing capacity when sessions empty out.

Works with existing sessions

No API changes. Session-based autoscaling is applied to your existing application configuration. Sessions you start today will benefit automatically once the feature is live.

Relevant for games with variable populations

Particularly useful for games where session size varies — battle royales, open-world lobbies, or any session that supports late joins. Ensures servers are always available without over-reserving capacity.

Early Q2 2026

Self-service SaaS access

In development

Sign up, configure your application, and get an API key — without contacting sales. The full Gameye platform, self-served.

Account & application management

Create and manage applications, upload Docker images, configure resource profiles, and set TTL defaults from a web dashboard.

API key self-provisioning

Generate and rotate API keys without waiting for a provisioning email. Keys are scoped to your application and ready immediately.

Usage & billing dashboard

See session counts, vCPU-hours consumed, and invoices in one place. No spreadsheets or manual billing reconciliation.

Credit card billing

Pay monthly by card for on-demand capacity. Reserved capacity and enterprise plans continue to be available on contract.

What doesn't change

The Session API, pricing, region coverage, and DDoS protection remain exactly as they are today. SaaS adds account management — it doesn't replace or restrict anything in the existing platform.

Q3 2026

Job-based session API

Planned

Gameye's orchestration model extended to short-lived, task-style workloads — not just interactive game sessions.

Job lifecycle model

Submit a job with a container image, resource profile, and arguments. The container runs to completion and exits — no manual termination required. Billing stops the moment the process exits.

Designed for non-interactive workloads

Batch simulation runs, AI training checkpoints, game replay processing, anti-cheat batch analysis, and other server-side compute tasks that don't need a persistent connection from players.

Same infrastructure, new API shape

Jobs run on the same global bare metal network as game sessions — sub-second spin-up, no egress fees, DDoS-protected. The difference is the API contract: job-based has no player tracking, no backfill, and auto-terminates on process exit.

Artifact retrieval

Retrieve output files from completed jobs via the existing artifacts API. Useful for jobs that produce reports, model weights, or processed match data.

Replay processing

Run match replay analysis at scale without maintaining your own compute fleet.

Batch simulation

Run physics or AI simulations in parallel, one container per job, billed per second.

Server-side validation

Post-match anti-cheat or stat validation jobs that run after session end.

Build-time tasks

Content processing, map generation, or asset pipelines that need GPU/CPU bursts on demand.

On our radar

Future work — timing not yet confirmed

Cloudflare Magic Transit — DDoS & latency mitigation

Network-layer DDoS protection and latency reduction via Cloudflare Magic Transit, routing game traffic through Cloudflare's global anycast network before it reaches Gameye infrastructure. Complements existing provider-level DDoS protection with an additional scrubbing and acceleration layer.

Expanded matchmaker documentation

Pragma Engine, PlayFab, and AWS FlexMatch integration guides are in progress. Nakama is documented today.

Additional region coverage

We regularly add capacity based on customer demand. Contact us if you need a region not currently available.

Get started today

Sandbox access in 24 hours.

The platform is production-ready now. Request access and start testing while SaaS self-service is in development.