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.
Build or buy
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
Both routes ship a game. They differ in who carries the everyday work once players arrive.
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.
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.
When building is right
This is not all or nothing. Here is how to tell which parts are worth owning, and where AI genuinely helps.
When the way a system works is part of what makes your game feel different, own it. That is design, not upkeep.
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.
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
Generating a feature and operating it for real players are different jobs. Here is the work that does not end when the prompt does.
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.
Scaffolding a sign-in flow is not the same as being accountable when a credential leaks or a console partner flags a compliance gap.
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
Your first player feature, the full set you need at launch, or a launch with constraints you cannot move.
Work out which player features you need at launch, and in what order.
Private hosting, regional data rules, and approval gates you cannot move.
Connect a single player feature to your engine and see it run.
Trusted by teams of all sizes, with launch proof from real cross-platform titles.
studios building with AccelByte
titles live or in production
players served
Customer stories
Real launch results from teams that chose to spend their time on the player experience, not rebuilding the backend underneath it.
Showing story 1 of 6: Invincible VS
See the numbers before you talk to anyone. Begin on Public Cloud and pay for additional usage as your audience grows.
We include the first 30 CCU free, so you can develop and validate your game before paying for additional capacity.
Public Cloud continues with included daily capacity after the trial.
Usage-based pricing scales with peak concurrent players.
Use our calculator to model package and concurrency assumptions.
Public Cloud usage estimate
Cross-platform progression, stores, and social features

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