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SpatialOS: managed cloud services for multiplayer games.

The benefits of using SpatialOS

SpatialOS provides managed cloud services that solve common technical and production challenges when you’re creating, iterating on and hosting multiplayer games. Learn more below.

Dedicated cloud hosting for multiplayer games

SpatialOS provides a dedicated cloud platform for hosting multiplayer games – making the benefits of cloud readily accessible for game developers.

Managed global hosting

We have hosting locations in all major gaming countries around the world (with China coming soon), enabling you to host near your players and provide low latency gameplay.

Scalable infrastructure:

SpatialOS can quickly scale resources based on your requirements. This allows you to flexibly change the number of game instances you have available based on player demand, reducing your costs.

Networking stack and protocol:

We provide low latency, efficient serialization and secure transport out of the box. This enables developers to focus on gameplay, rather than their netcode.

Continuous service improvement:

We are continuously adding new functionality and capabilities to SpatialOS, to ensure developers always have access to technology capable of supporting the next generation of games.

New gameplay with fewer trade-offs

SpatialOS is built so that developers can more easily incorporate new gameplay with fewer trade-offs. It uses distributed computing technology to overcome many of the technical challenges currently restricting gameplay design.

Multiple game engines and servers:

SpatialOS enables you to simulate a single seamless game world across many game engine instances and cloud servers. This reduces the need to make gameplay trade-offs due to the technical limitations associated with a single game engine or server.

Developers can use this capability to much more easily add new gameplay elements based on their needs. This enables game worlds that are much larger in size, have more players (1,000s in a single game world), have a greater number of complex AI and gameplay systems (e.g. weather, ecologies), have many physical objects and run at a higher fidelity.

Area of interest management:

SpatialOS has an interest management system that only sends relevant game information to players. The system is fully customisable based on your game’s requirements and can be dynamic as players move through the world. Together with SpatialOS’s multiple game engine and server capability, this allows developers to more easily create denser, higher fidelity scenes, as well as letting players see and interact with objects far away.

Spatial entity database:

The states of all entities in your game world are stored by default in an in-memory, scalable cloud database provided with SpatialOS. This automatically enables large and detailed worlds where changes can permanently alter the world, even after players leave the game.

Scalable game architecture:

All of the system components are able to quickly scale based on your game’s needs, enabling you to start with simpler or smaller games (e.g. session-based games powered by a single server), and grow them over time (e.g. hundreds of servers powering a massive persistent world). Developers can use this capability to add content to live games, as well as during development to test prototypes or smaller scale iterations.

Messages between worlds:

SpatialOS enables interaction between players and systems in different, distinct game worlds, enabling connected ‘meta-game’ experiences. For example, players in one world could banish a daemon, causing it to reappear in another world.

Cross-platform gameplay:

Different platforms can play and interact in the same game world, enabling more connected social experiences. For example, players on mobile platforms could control a drone to help their teammates playing on PC or console.

Test and iterate games faster

SpatialOS makes it possible for developers to continue using the tools they are familiar with. It also provides complimentary cloud services that help developers test and iterate on their games faster

Fast deployment:

Our managed global infrastructure means you don’t have to worry about servers. Using SpatialOS tooling you can deploy your game in seconds with only a few CLI commands.

Playtest distribution tools:

We provide tools that allow you to quickly distribute your game to players for playtests, enabling you to quickly iterate based on feedback.

Automated testing:

For fast performance testing of your game at production scale, we provide services to automate running hundreds of bot players.

Debugging and monitoring services:

Production-scale logging and metrics services are included as well as a real-time game world viewing tool (the ‘Inspector’) to help enable fast identification of bugs and performance bottlenecks.

SDKs to integrate your existing toolset:

Custom or third-party game engines, tools, services and workflows can be integrated with SpatialOS using our SDKs. We provide our own integrations for Unity and Unreal engine.

Automate development workflows:

Our Platform SDK provides APIs for services that enable you to adapt and automate your development workflows when using SpatialOS – for both local and cloud deployments.

Is SpatialOS a good fit for my project?

Real-time multiplayer

SpatialOS is for any game where players interact in real time, including session-based games (i.e. games where matches begin and end during one play session) and persistent worlds.

Any game engine

Any game engine can be integrated with SpatialOS using our SDKs and GDKs. We provide our own integrations for Unity and Unreal engine.

Cross platform

SpatialOS games can be developed for PC, Xbox One, PS4, iOS and Android – and are cross-platform by default.

Is SpatialOS a good fit for my team?

Any team size

SpatialOS can be used by developer teams of all sizes, from bedroom coders to studios with hundreds of employees. You can be based anywhere in the world – or even distributed across it.

Onboarding available

Developers do not require expert knowledge in distributed computing or networking. We can provide bespoke on-boarding to help with concepts specific to SpatialOS.

Port your game

You don’t need to start again when making a SpatialOS game – in some cases, you can quickly port an existing game.

Case studies from our partners

Here’s how SpatialOS has helped our partners to introduce new gameplay – in less time and with smaller teams than would have otherwise been possible.

Mavericks

Automaton Studios

(Founders release November 2018)

Mavericks is a massive FPS Battle Royale, where 1,000 players compete in a 12km x 12km map that has a level of simulation and persistence never seen before in this genre. Players deform grass and leave footprints so they can track others, and fire spreads throughout the map based on player actions. Mavericks is being built by a team of 30 using CryEngine; the first playtests were running in less than 12 months.  

Worlds Adrift

Bossa Studios

(Available in early access)

Bossa has created a Survival MMO set in a massive, highly physical, emergent world powered by hundreds of Unity Servers. Thousands of players explore a massive 40km x 40km seamless world, where they craft airships, topple trees and manipulate physical objects with a grappling hook. The ecology of the world constantly evolves, with 10,000 creatures being deeply simulated. The world also has a history, with changes to the world persisting even after players log out.

Seed

Klang

(In development)

Seed is a persistent MMO simulation where the player’s goal is to take over a vast planet. Every NPC in Seed has their own unique goals and desires which control their actions causing a constantly evolving world. The game continues to change when players are not watching too – players can log off and return days or weeks later to see how their civilisations have changed. Seed incorporates large social gameplay elements too, with thousands of players involved in lawmaking and ruler election.

Scavengers

Midwinter

(In development)

Scavengers is a multiplayer co-opetition game where teams battle for survival in a beautiful, frozen wilderness. Teams of players compete as armies of smart AI move intelligently across the map, hunting down players and each other. Midwinter is a developer team of approximately 20 people and is using our integration with the Unreal Engine.

FAQs

Still unsure of something? Check below for answers to common questions.

Can I host SpatialOS on my own private servers?

You cannot use your own private servers to host the game – the core game simulation is hosted by us. However, you can host any ancillary services on your private servers and integrate them with SpatialOS using our SDKs.

How much does SpatialOS cost?

SpatialOS is free to try. Our Free Tier is perfect for learning how to use SpatialOS, for prototyping or launching a small game with one instance. If you want to launch a game with multiple instances, if you require more resources to prototype, or if you want to launch a more complex game, then you will need to contact us. An explanation of our charges can be found on the SpatialOS pricing page.

Is SpatialOS a game engine?

SpatialOS is not a game engine and does not provide game logic (e.g. for physics or other gameplay systems). When using SpatialOS, you can use a game engine to write your game logic. You can integrate any game engine with SpatialOS using our SDKs and we provide our native integrations for Unity and Unreal.

Do I have to be making a large persistent MMO game to take advantage of SpatialOS?

SpatialOS is flexible to accommodate real-time multiplayer games of all sizes and types. It can host both session-based games (i.e. games that begin and end during one play session) as well as persistent worlds, and even games that combine both of these experiences.

Does SpatialOS provide back-end-as-a-service tools (e.g. player analytics, matchmaking)?

SpatialOS is currently focused on providing the core game simulation environment and so does not currently provide most of these services. However, it is easy to integrate services, either your own or a third party’s, using our SDKs.

How do I start making a game? Check out our developer resources