Getting Started
Introduction to AccelByte Gaming Services (AGS)
Backend Services
Skip boring dev work with plug-and-play systems for 80% of your game’s backend
Backend Customization
Build 20% of the backend that makes your game unique without managing it
Server Orchestration
Automate spinning up and scaling servers globally for smooth, low-latency sessions
Build Distribution
Deliver builds faster to testers worldwide so you can ship multiple times a day
Crash Reporting
Catch and fix bugs before players see with real-time crash data and full context
Tools & Utilities
Monitor gameplay, test your setup, and tweak your game without juggling external tools
Introduction to AccelByte Gaming Services (AGS)
Learn to use AGS with our demo game "Byte Wars"
Connect and get support with other members of the AccelByte Community
Submit and review tickets while directly connecting with AccelByte
Join our Discord for support, insights, and networking!
Founded by renowned creative director Ikumi Nakamura in 2022, UNSEEN is a Tokyo-based studio working on their debut title, KEMURI, a surreal action-adventure set in a retro-futuristic Asian city where players hunt yokai, alone or with friends in 3P co-op.
With 50 devs across Asia and Europe, UNSEEN crafts rich, atmospheric experiences inspired by Japanese folklore, retro cityscapes, and supernatural encounters.
But with no existing infra and a distributed team, turning that creative vision into reality brought its own challenges that AccelByte Development Toolkit helped them overcome.
The Challenge:
As a new studio building both a game and internal workflows from scratch, UNSEEN had no legacy tools or infrastructure and they quickly ran into operational roadblocks:
With no time or resources to reinvent their own pipeline, UNSEEN needed a ready-to-use solution that could streamline build delivery, support remote workflows,and remove the friction from everyday development tasks.
The Solution:
To remove friction from their pipeline and enable fast, consistent delivery across their global team, UNSEEN adopted AccelByte Development Toolkit (ADT) for build distribution, crash reporting and playtests without building internal systems.
The Impact
With ADT integrated into their pipeline, UNSEEN iterates almost as quickly as if they were working side by side in an office.
What was once a fragmented, time-consuming workflow is now a streamlined, repeatable process empowering their global team to stay in sync, move fast, and stay focused on crafting KEMURI.
Looking Ahead
For UNSEEN, ADT has become a core part of their development process. As the studio continues to scale and explore future projects, they see ADT playing a central role.
Whether scaling up internal workflows or collaborating with external partners, ADT has given UNSEEN the confidence to focus on building bold, creative games.
Reach out to the AccelByte team to learn more.