Roadmap

HiveScale is built in the open. This is where the backend is today, what we're building right now, and what's coming next. Click any item to read more and join the discussion, and upvote what you want sooner.

  • Shipped
  • Building now
  • Next up
  • Exploring

Shipped

Live in production today.

Building now

In active development.

Next up

Planned and scoped, not started yet.

Exploring

Ideas we're weighing. No commitment yet.

Want something on this list sooner?

We prioritise around what people are actually building. Upvote what matters, start a network, or tell us what's blocking you.

Shipped

Matchmaking

One call returns the best instance for a player based on region, current load and capacity headroom. No queue server to run, no routing table to maintain. We pick the warmest box that can take them and hand back a transfer in a single round trip.

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2 comments

  • vo

    voxelvixen 3 weeks ago

    Cut our cross-region join times in half. The capacity weighting is exactly what we hand-rolled before and got wrong.

  • sk

    skyforge_dev 2 weeks ago

    Would love a way to pin players to a region for ranked. Otherwise perfect.

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Shipped

Cross-server player data

Every player has a single identity that follows them across your whole network. Namespaced key/value data, currencies and leaderboards are read when they join a server and written when they leave, so a player's progress is the same everywhere without you running a database.

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1 comment

  • mc

    mc_admin_jo 1 month ago

    Namespaces per minigame is so much cleaner than the one-big-blob approach we had.

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Shipped

Automatic server registration

Boot a server and it registers itself with a heartbeat. We track presence, host and port, and mark it gone when the heartbeat stops. The rest of the platform (matchmaking, transfers, the dashboard) sees it instantly with no manual config.

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Shipped

Punishments & moderation

Issue a ban, mute or kick once and it applies across every server in the network and survives reconnects. You can punish by name even when the player is offline, and everything is recorded with reason and duration.

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2 comments

  • gu

    guardian_op 2 months ago

    Offline bans by name are underrated. Saved us during a raid last weekend.

  • an

    anti_grief 5 weeks ago

    +1 for an appeals API down the line.

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Shipped

Dashboard

A single place to manage your networks, browse servers and player profiles, and watch a live activity feed. Built on the same API you build against, so anything in the dashboard is something you can automate.

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Building now

Minigame SDK

Write a single game class and a hive-game.json manifest. The platform reads the manifest and provisions the worlds, configs and player data your game needs, then runs your lifecycle hooks. Docs and a forkable reference network are landing alongside it.

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3 comments

  • ar

    arena_smith 6 days ago

    Manifest-driven provisioning is the dream. Any chance of a TypeScript SDK alongside Java?

  • bu

    buildbattle 4 days ago

    Waiting on this before we migrate. The reference network is what'll sell it to my team.

  • sk

    skyforge_dev 2 days ago

    Please ship hot-reload for the manifest in dev mode 🙏

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Building now

On-demand worlds

Open an ephemeral arena for a match or a persistent world for a player on any node, and we sleep it when it goes idle so you stop paying for empty worlds. Snapshots happen automatically, so nothing is lost between sessions.

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1 comment

  • cr

    creative_plots 1 week ago

    Sleep-on-idle is the whole reason we're switching. Per-player worlds were killing our hosting bill.

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Building now

Managed servers

Spin up game servers on managed cloud capacity directly from the dashboard and let them autoscale with demand. Bring your own boxes or use ours; either way the registration, matchmaking and data layers work the same.

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1 comment

  • mc

    mc_admin_jo 5 days ago

    If pricing stays pay-for-what-you-run this is an instant yes.

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Next up

Hytale support

A native server SPI for the Hytale beta that speaks the exact same contract as Minecraft. The same API key, the same matchmaking, data and punishment calls. Targeting this fall, alongside the beta.

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2 comments

  • hy

    hytale_hopeful 3 weeks ago

    Day-one Hytale support with no rewrite is genuinely why I'm picking HiveScale over rolling my own.

  • vo

    voxelvixen 2 weeks ago

    Counting down. Will the manifest format be shared between engines?

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Next up

More cloud providers

Managed servers launched on Hetzner, deployed into your own account so root access and billing stay yours. Next we extend the same bring-your-own-account model to more clouds, starting with OVH and AWS, so you can provision into whichever provider you already run on.

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1 comment

  • ov

    ovh_oliver 1 week ago

    OVH support would let me keep everything in one bill. +1.

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Next up

Public status page

A public status page showing hub and per-region health, with incident history and the option to subscribe by email or webhook so you hear about problems before your players do.

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Next up

Usage & billing insights

Per-network spend, server hours and capacity trends right in the dashboard, with projections so the end-of-month invoice is never a surprise. Set soft budgets and get a heads-up before you cross them.

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1 comment

  • bu

    budget_bjorn 1 month ago

    Soft budget alerts would let me hand this off to a community manager without worrying.

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Exploring

Bring-your-own engine

A thin, documented adapter contract so any game with multiple servers and player data can plug into the same control plane, not just Minecraft and Hytale. Still early; we want to nail the first two engines before generalising.

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1 comment

  • in

    indie_netcode 2 weeks ago

    This would let me use HiveScale for a Godot multiplayer project. Huge if it happens.

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Exploring

Standalone console library

Pull the xterm-based server console out of the dashboard into a declarative, embeddable React component so you can drop a live console into your own tooling. Purely exploratory right now.

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Exploring

Marketplace for game templates

A place to publish and fork community-built minigames and lobbies, the same way you fork the reference network today. Depends on the minigame SDK landing first.

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1 comment

  • bu

    buildbattle 3 weeks ago

    I'd publish three of my modes here on day one.

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