Changelog
Everything we ship, newest first. Chasing what's coming next? See the roadmap.
- v0.9.0
Managed servers, in preview
- New Provision and autoscale game servers on managed cloud capacity straight from the dashboard. No boxes of your own required.
- New Per-network capacity caps so a runaway scale event can't blow your budget.
- Improved Server boot times are down roughly 40% thanks to pre-warmed images.
- v0.8.0
Live activity feed
- New A real-time activity feed in the dashboard: joins, transfers, punishments and server lifecycle events as they happen.
- Improved Player profiles now show last-seen server and session history at a glance.
- Fixed Online player counts could briefly double-count during a cross-server transfer.
- v0.7.1
- Fixed Heartbeats from servers behind certain NATs were marked stale too early, causing premature deregistration.
- Fixed Currency reads returned a stale value for a few seconds after a write under heavy load.
- v0.7.0
Punishments go network-wide
- New Bans, mutes and kicks now apply across every server in a network and survive reconnects.
- New Issue punishments by name even when a player is offline.
- Improved Punishment history is recorded with reason, duration and the moderator who issued it.
- v0.6.0
Player data namespaces
- New Namespaced key/value data per minigame, so a player's SkyWars stats never collide with their lobby state.
- New Currencies and leaderboards as first-class, read-on-join / write-on-leave primitives.
- Improved Profile reads are cached at the edge, cutting cross-region join latency.
- v0.5.0
Public beta
- New HiveScale opens to the public. Matchmaking, automatic server registration and cross-server identity behind a single API key.
- New The dashboard ships: create networks, browse servers and players, grab your key.
Don't miss a release.
We ship often and build in the open. Start a network to follow along, or tell us what you'd like to see next.