Backend services for multiplayer game makers

The backend your multiplayer game needs.

Player auth, persistent data, leaderboards, server registry, live config, economy, and matchmaking - one platform for Unity, Roblox, Godot, and custom game servers.

Stop stitching together auth, player storage, leaderboard logic, server discovery, and runtime config. Wire up one API and keep shipping gameplay.

Free forever on the Dev plan. No credit card required.

Unity · Roblox · Godot · JS Free forever No credit card
$ curl -X POST https://api.gsb.dev/v1/leaderboards/global/scores \
  -H "Authorization: Bearer $GSB_KEY" \
  -d '{"player_id": "p_42", "score": 9001}'

HTTP/1.1 200 OK
{
  "rank": 7,
  "score": 9001,
  "board": "global"
}
Why this exists

Most backend tools handle players. Most hosting tools handle servers.

GSB brings both together, so the runtime needs of multiplayer games stop living across custom scripts, ad hoc endpoints, and operational guesswork. One platform to authenticate players, store progression and shared game state, run leaderboards and seasonal resets, register and discover dedicated servers, deliver live configs, and keep staging and production separate.

01

Built for live games, not generic apps

Configs, player state, rankings, and server availability stay connected instead of drifting apart across five different tools.

02

Covers the runtime side too

Not just auth plus a database. Dedicated-server registration, discovery, live config, and matchmaking - the surfaces multiplayer games actually need.

03

Fewer platforms to stitch

Move faster without assembling separate vendors for auth, persistence, rankings, config rollout, and server discovery.

04

Cleaner rollout to production

Go from prototype to live without the backend becoming the part slowing down shipping. Environment-aware by design.

Core services

What you get

Enough breadth to run live operations, without dragging in a giant platform you do not need. Every feature is on every plan.

Player Authentication

Email and password, guest sessions, OAuth (Google, GitHub, Discord), and Roblox verification. Support real accounts, onboarding, and authenticated player access without building auth from scratch.

Persistent Player Data

Player-scoped and project-scoped JSON documents for progression, profiles, unlocks, event flags, inventories, and shared runtime values. Server-authoritative with patch semantics.

Leaderboards

Ranked and seasonal boards with configurable rules, fast ranking reads, recurring resets, and support for timed events or score-based loops. Anti-cheat friction on write.

Economy

Currencies, virtual items, and inventories with atomic updates for rewards, sinks, consumables, and grants. Every transaction audited server-side.

Dedicated Server Registry

Register, heartbeat, and search dedicated servers to power server browsers, active session discovery, region-aware listings, and stale cleanup.

Live Config Delivery

Upload versioned bundles and activate them per environment so balance changes, rotations, loot tables, and rulesets ship without a full patch.

Matchmaking

Tickets, rulesets, region-aware allocation, and admin tooling for forced forms and queue management. Wire it to your own servers or a reserved-server pool.

Social

Friends, pending requests, and blocks. Drop-in social graph so your players can connect without a third-party identity vendor.

Inside the dashboard

Built to watch a live game, not a generic app.

The dashboard observes your running game - player writes, server heartbeats, config pushes, and SDK quickstarts for every engine you ship on.

GSB first-run dashboard with setup checklist
Integration model

One API. Three auth modes.

API Key

Admin scripts, CI, tooling, and control-plane access.

Server Token

Dedicated game servers and trusted runtime services.

Player JWT

Authenticated players issued by the auth system.

Players, servers, and operators stay on separate trust boundaries while the surface area is simple enough to integrate with Unity, Roblox, Godot, or any HTTP client.

What teams build faster

Example outcomes

  • Player profiles and progression
  • Guest-to-account upgrade flows
  • Seasonal scoreboards and rank loops
  • Server browser features
  • Live event configuration
  • Balance and loot tuning
  • Server-authoritative reward systems
  • Environment-aware staging and rollout
Best fit

Built around multiplayer games, not generic app backends.

Most generic backends stop at auth and storage. GSB also covers the runtime needs of server-based games, with a better fit for live ops and environment-aware rollout.

Best suited for

  • Dedicated-server games
  • Multiplayer survival and co-op games
  • Region-based game server fleets
  • Unity, Roblox, Godot, and custom-engine backends
  • Indie and mid-size studios that want backend velocity
  • Teams that do not want to build a platform team before shipping gameplay

Less suited for

  • Purely offline, single-player games
  • Projects that only need a generic login database
  • Highly specialized AAA matchmaking stacks from day one

Why say this clearly? Because the offer is stronger when it reads like a tool built for a specific class of multiplayer game, not a vague "backend for everything."

Platform foundation

The stack you'd have built yourself.

Boring, proven components. No surprise vendor lock-in, no homegrown database engine.

ComponentRole
Go API serverSingle binary API service
PostgreSQLPrimary data store with row-level security
RedisHot caches, rate limiting, matchmaking queues
Object storageVersioned config bundle storage
  • Clean environment isolation. Production, staging, and test stay separated by design.
  • Server-aware runtime APIs. Dedicated servers do not impersonate admin clients.
  • Live-ops friendly. Configs, rankings, and player state fit together operationally.
  • Stack-flexible. Use it with launchers, dashboards, custom tools, and game services.
Get started

Build the backend your multiplayer game actually needs.

Start on the free Dev tier - 2,000 MAU and 2M API calls per month. No credit card. Upgrade when your game takes off.