Build or buy

AI can write code fast. It can't keep your game online for years.

An AI agent can scaffold player accounts, matches, and stores in an afternoon. Keeping them fair, safe, and online as more players arrive is the work that lasts as long as the game does.

Two ways to go

Generated in a day. Run for the life of the game.

Both routes ship a game. They differ in who carries the everyday work once players arrive.

Run it yourself

  • Own player accounts, saves, and how every service hands off to the next.

  • Host, secure, watch, and update each one, every day the game is live.

  • Answer the pager when something breaks mid match.

Let us run it with you

  • Connect your first player feature and keep your time on the game.

  • We run the everyday operations for the services players depend on.

  • Add more as your game grows, all in one player and game context.

What continues after launch

Count the work that starts at launch.

AI can write the first version. It will not be on call at 2 a.m. This is what continues every day the game is live.

  • Build

    • Architecture
    • Service contracts
    • Game integration
  • Operate

    • Hosting
    • Monitoring and alerts
    • Incident response
  • Maintain

    • Security updates
    • Console requirement changes
    • Old code to pay down
  • Support

    • Player issues
    • Live events
    • Certification impact

When building is right

Building your own is sometimes the right call.

This is not all or nothing. Here is how to tell which parts are worth owning, and where AI genuinely helps.

  • Build when it is the game itself

    When the way a system works is part of what makes your game feel different, own it. That is design, not upkeep.

  • Let us run it when it is not

    When a service is not where your game gets its character, running it yourself mostly costs the time and team you could spend on players.

  • Let AI speed the build, not run the game

    Drive AccelByte from the tools your team already uses: MCP server, plugins, and CLI. Build fast without being left to operate it alone.

What AI does not change

An agent can write the code. It cannot carry it through launch.

Generating a feature and operating it for real players are different jobs. Here is the work that does not end when the prompt does.

  • It will not answer the page.

    An agent can generate matchmaking logic in an afternoon. When a match fails to close for real players at 2 a.m., a person still has to be reachable, not it.

  • It will not own the incident.

    Scaffolding a sign-in flow is not the same as being accountable when a credential leaks or a console partner flags a compliance gap.

  • It will not still be here next season.

    The code an agent writes today still needs a team paying down dependencies, patching security issues, and keeping up with certification changes long after the prompt is gone.

Start where it is real

Start where your real uncertainty is.

Your first player feature, the full set you need at launch, or a launch with constraints you cannot move.

  • I need to plan the whole launch.

    Work out which player features you need at launch, and in what order.

    See the package path
  • I have production constraints.

    Private hosting, regional data rules, and approval gates you cannot move.

    See the studio path
  • I need one feature working.

    Connect a single player feature to your engine and see it run.

    View setup guide
Compare AccelByte

From solo developers to global publishers.

Trusted by teams of all sizes, with launch proof from real cross-platform titles.

120+

studios building with AccelByte

250+

titles live or in production

500M+

players served

Customer stories

Behind the games players love.

Real launch results from teams that chose to spend their time on the player experience, not rebuilding the backend underneath it.

Start building for free. Pay only when players arrive.

See the numbers before you talk to anyone. Begin on Public Cloud and pay for additional usage as your audience grows.

Free during development

We include the first 30 CCU free, so you can develop and validate your game before paying for additional capacity.

No monthly platform fee

Public Cloud continues with included daily capacity after the trial.

Pay only when players arrive

Usage-based pricing scales with peak concurrent players.

Estimate before launch

Use our calculator to model package and concurrency assumptions.

Example monthly cost

Estimated audience

50,000monthly players

Peak concurrency ≈ 500 players(About 1% of the monthly audience)
Estimated cost
≈ $350per month

Public Cloud usage estimate

Cross-platform progression, stores, and social features

Bring your first player online today.

Get started for free, and scale as your game grows.