Matchmaking
Find the best instance anywhere in your network and route the player there, in one geo- and capacity-aware call.
Your players get matchmaking, one identity across every server, and moderation that sticks, while you skip the proxies, databases and message buses that usually eat the weekend. Fork the reference network and you could be live the same afternoon.
*From €5 a month for the backend. No lock-in, cancel any time.
Every capability is a single call in the SDK, behind one API key. You bring the game and the servers; we run the load-bearing backend.
Live on Minecraft today, with Hytale in beta this fall.
Find the best instance anywhere in your network and route the player there, in one geo- and capacity-aware call.
One identity per player across every server: profile, currencies and leaderboards. Read on join, write on leave, no database to run.
Servers announce themselves with a heartbeat the moment they boot. Presence, host and port are tracked for you.
Write a game class and a hive-game.json manifest. The platform provisions worlds, configs and player data for you.
Bans, mutes and kicks that apply network-wide and survive reconnects, by name even when a player is offline.
Boot ephemeral arenas or persistent player worlds on any node, then sleep them when idle. Snapshots are automatic.
Profile, currencies and leaderboards follow each player across the whole network. Read their data on join, write it on leave; there is no database for you to run.
Read the docsNotch
one identity · network-wide
Everything that used to eat the budget and the weekends, you never set up, never scale, and never get paged for at 3am.
You keep
You never run
Find the best instance anywhere in your network, geo- and capacity-aware, and move the player there. One call routes them; transfers are instant.
Read the docs// Find the best SkyWars server, anywhere, and send them.
hive.matchmaking()
.findServer(player.uuid(), player.name(), "skywars")
.thenAccept(result ->
hive.transfer(player, result.matchedServer())); Spin up game servers straight from the dashboard and we deploy them into your own Hetzner Cloud account. You keep full control of the VPS and the billing relationship stays between you and Hetzner. HiveScale only creates the box, installs your server, and connects it to your network.
We never touch your account beyond the one server we create for you.
Subclass a genre and override only the rules that matter, like onDeath. Spawns, the countdown, matchmaking, worlds and player data are all inherited; your code stays this small.
Read the docspublic final class SkyWars extends MatchLifecycle<SkyWarsConfig> {
// Spawns, the countdown and matchmaking are handled for you.
// You just write the rules. A player died:
public void onDeath(PlayerHandle p, MatchContext ctx) {
ctx.eliminate(p);
ctx.broadcast(p.name() + " was eliminated, " + ctx.alive().size() + " left");
}
} The control plane doesn't know how a server boots. Identity, matchmaking, data and worlds are modelled as resources, not game types, so any game with multiple servers and player data can plug in.
No player-hour math, no surprise bills. A flat price for the backend, billed monthly, cancel any time.
€20
per month, billed monthly
Everything you need for a real, multi-server network.
Join the waitlistWhat's included
You bring the servers; this is just the backend that ties them together. No lock-in, your data stays yours.
Three steps from here to a running network. Free to start, no credit card, no lock-in.
01
Sign up & grab a key
Create an account, create a network, copy your API key once. No sales call, no ADMIN gate.
02
Fork the reference network
Clone a working lobby + minigame, drop in your key, and docker compose up on your own servers.
03
Ship the game
Cross-server identity, transfers and punishments work out of the box. Write your minigame and go.
Ship the game, not the backend
Create a network, grab your key, and you're matchmaking players across your own servers the same afternoon.