Migration

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Gameye

Published

Published

Published

Last reviewed for accuracy

Last reviewed for accuracy

Last reviewed for accuracy

Migrate from Gameye with zero impact on your players

Migrate from Gameye with zero impact on your players

Edgegap is a simple API call.

There is no server SDK to add with Edgegap. Keep the image you already ship, re-point one session call, and run your baseline on Private Fleets for bare metal economics. What changes is the burst: instead of the same hyperscaler regions anyone can rent, deployments are placed on demand at the best available location across 615+ Edge Cloud locations, measured from the players in the request.

No credit card required. Free tier includes the resources to deploy a real game server.

No credit card required. Free tier includes the resources to deploy a real game server.

What changes (and doesn't change)

Changes to expect, at a glance

Changes to expect, at a glance

A Gameye migration is a hosting change, not a rewrite, and a short one. Here's what to expect from your migration.

A full feature-by-feature breakdown is in Step 3: Identify & Replace features below.

What Remains the Same

Your netcode and transport

Edgegap never touches your transport, serialization or tick loop. The container runs the same server binary you build today.

Upload your Container

You already ship a Docker image, so the artifact is unchanged. Push the same image to our registry, or keep the one you use today.

Your client connect flow

Your client still receives an address and a port and connects to it. Only where that address comes from changes.

Your matchmaker and your SDK-free server

There is no server SDK to add, the same way there was none to add on Gameye. Nakama, Pragma, PlayFab, FlexMatch in standalone mode and custom backends all keep working: they call a different endpoint, nothing more.

What Changes

The region parameter goes away

Your session call names a region today. Edgegap's does not take one. Placement happens at request time across 615+ Edge Cloud locations, measured from the players in the request, so coverage stops being a configuration you maintain.

One deploy call replaces the session call

The shape is familiar: one POST, and the address and port come back in the same response. You are swapping an endpoint and a payload, not rebuilding a backend.

Bare metal stops being the whole plan

Private Fleets carry your baseline on dedicated hardware with egress-free hosting, and burst onto Edge Cloud when demand runs past them. The Private Fleet is a floor, not a ceiling.

Your worldwide server capacity stops being a commitment

Private Fleets are reserved capacity you can resize as your traffic curve moves, not a worldwide server capacity you lock in ahead of a season. Everything past the Private Fleet runs on Edge Cloud, where there is nothing to reserve and nothing to size.

Expected Timeline

Five simple steps

Most studios reach end-to-end validation in under two weeks, including parallel running while traffic rolls out.

Most studios reach end-to-end validation in under two weeks, including parallel running while traffic rolls out.

Total: under 1 week

Total: under 1 week

Step 1

Point your backend at Edgegap

Replace the session call in your backend with one deploy request. No game server code changes.

~2 hours

Step 2

Upload your Container

Your server already runs as a Docker image, so this step is a check rather than work.

Already done

Step 3

Push to a Registry

Edgegap's registry is available for free, or keep Docker Hub, ECR, GitLab, etc.

~30 min.

Step 4

Drop the region logic

Remove the region selection your backend maintained. Placement is handled at request time.

~2 hours

Step 5

Deploy Globally

Deploy globally on Edge Cloud, and optionally cut cost further with egress-free hosting on Private Fleets.

Instant Rollout

Detailed migration steps

1

The migration steps, in detail, with the code

If you are looking to migrate your multiplayer game from Gameye to Edgegap's game server hosting & orchestration, the following simple steps will get you running in no time. Our engineers are available for free integration support on Discord.

Before getting started, it helps to be clear on what integrates with what. Edgegap is an API: your backend posts a deploy request and receives an address and port, and nothing is added to your game server binary. There is no server SDK, and the Unity, Unreal and Godot plugins are editor conveniences for building and pushing images, not a dependency of the platform. The matchmaker is optional and separate: keep the one you use today, or use ours. We expect that: you currently use Gameye, and you have a working game server container.

Step 1:

Re-point your session call

Edgegap does not require an SDK to integrate, and neither did Gameye, so nothing comes out of your game server. The work is in your backend. Where it posts a session request naming an image and a region, it now posts a deploy request naming your App and Version, along with the player IPs for placement. The address and port come back in the same response, exactly as they do today, and your client connect flow is untouched. Readiness works the same way too: your server listens on the port it is given, and no lifecycle callbacks are involved.

2

Step 2:

Containerize your game server

Your game server already runs as a Docker image, so this step is a check rather than a rebuild. Confirm the image builds and starts locally, then push it to Edgegap's free registry, or keep Docker Hub, ECR, GitLab or any other OCI-compatible registry. If you want to rebuild from scratch, the quickstart tools for Unity, Unreal Engine and Godot take 5 to 20 minutes on a development project.

3

Step 3:

Identify & Replace features

Gameye's Feature

Edgegap's Equivalent Feature

Session API

Deploy API. One POST returns the FQDN and port in the same response.

Region selection

No region parameter. Placement at request time across 615+ Edge Cloud locations, measured from the player IPs you send.

Bare metal footprint

Private Fleets: dedicated bare metal up to 3.7 GHz (Performance) or 5.1 GHz (Overdrive), persistent, egress-free, with overflow to Edge Cloud.

Warm pools

Supported on Private Fleets, where pre-warmed standby servers are kept ahead of demand by Server Browser scaling policies. Edge Cloud then adds on-demand compute alongside them, provisioned from a cold server to deployed in 2 seconds, median, measured to container ready, so you can cover the rest of the world in addition to your persistent Private Fleets or in place of them. Pre-warming still earns its place where the engine itself takes minutes to load assets and maps after the container starts.

Container registry

Edgegap's free registry, or keep Docker Hub, ECR, GitLab or any OCI-compatible registry.

Readiness health check

Unchanged in principle. Your server listens on the port it is given; no lifecycle callbacks.

Matchmaker integrations (Nakama, Pragma, PlayFab, FlexMatch, custom)

All already supported, plus Edgegap's own no-code matchmaker, free to test.

Engine integration

Unity, Unreal Engine and Godot plugins, plus netcode and backend.

Analytics

Deployment Analytics and Matchmaking Analytics.

Support

24/7 for clients for free, integration support on Discord, Slack and email.

4

Step 4:

(Optional) Setting up Private Fleets

Private Fleets are the direct equivalent of the bare metal you run today: persistent, dedicated hosts with egress-free hosting. The difference is what sits on top. When demand runs past the Private Fleet, hybrid orchestration bursts onto Edge Cloud rather than into rented hyperscaler regions, and you rightsize the Private Fleet monthly instead of committing ahead of a season.

Pricing

Price Comparison

Discover how Edgegap's orchestration is cost effective versus your current Gameye bill.

Cost driver 1: reserved capacity and the rate you actually run at.

On demand the two platforms are within a tenth of a cent. The difference shows up on the capacity you keep.

Gameye

Edgegap

On-demand compute

$0.07 per vCPU per hour

$0.00115 per vCPU per minute, which is $0.069 per hour

Reserved or dedicated

$0.035 per vCPU per hour reserved; hosts $230.40 to $345.60 per month

$0.0261 per vCPU per hour on Private Fleets; $280 per host per month on a 12-month term

Egress

Included

Included on Private Fleets

Cost driver 2: hybrid orchestration at scale.

A fleet sized for peak is idle most of the week. A fleet sized for the floor, bursting on demand, is not.

Gameye

Edgegap

Baseline

Bare metal footprint you size and commit to

Private Fleets, rightsized monthly as the traffic curve moves

Burst

Hyperscaler capacity from the same public clouds available to any platform

Edge Cloud, 615+ locations, placed at request time and measured from the player

Net effect at thousands of CCU

Bare metal economics, cloud-priced overflow

25 to 35 percent below pure cloud with a properly optimized split. Model your own load in the pricing calculator

Pricing

Optimize costs and performance with hybrid orchestration

Optimize costs and performance with hybrid orchestration

Optimize costs and performance with hybrid orchestration

Edge Cloud

On-Demand

$0.00115

/ vCPU

/ MINUTE

Billed by the Minute, Only on Usage

Pay only when players play. 0 active servers = $0

Deploy game servers worldwide, per instance, to all 615+ edge cloud locations. Zero commitment.

Simply add a credit card.

Edge Cloud

On-Demand

$0.00115

/ vCPU

/ MINUTE

Billed by the Minute, Only on Usage

Pay only when players play. 0 active servers = $0

Deploy game servers worldwide, per instance, to all 615+ edge cloud locations. Zero commitment.

Simply add a credit card.

Private Fleet (Bare Metal)

Reserved Capacity

$0.0261

/ vCPU

/ HOUR

Billed Monthly, Always On

$280 per host/month (12 mo rate), or $350 monthly

Optimize the cost effectiveness of your game server with egress-free hosting of Private Fleets.

Persistent, available 24/7, exclusive to your studio.

Private Fleet (Bare Metal)

Reserved Capacity

$0.0261

/ vCPU

/ HOUR

Billed Monthly, Always On

$280 per host/month (12 mo rate), or $350 monthly

Optimize the cost effectiveness of your game server with egress-free hosting of Private Fleets.

Persistent, available 24/7, exclusive to your studio.

Your bill varies per rate and usage; which can vary per game type, player count, & more.

Your bill varies per rate and usage; which can vary per game type, player count, & more.

Model your usage with our estimate calculator ->

Model your usage with our estimate calculator ->

Edgegap's features & price: detailed comparison between Edge Cloud & Private Fleets

Edgegap's features & price: detailed comparison between Edge Cloud & Private Fleets

COMPARE

Free Trial

Edge Cloud

Private Fleets

FEATURES

Analytics & Monitoring

Billing Alarms

Click to Expand

28 more rows

Unlocks

Capabilities are unlocked when a credit card is added to the account.

COMPARE

Free Trial

Edge Cloud

Private Fleets

FEATURES

Analytics & Monitoring

Billing Alarms

Click to Expand

28 more rows

Unlocks

Capabilities are unlocked when a credit card is added to the account.

COMPARE

Free Trial

Edge Cloud

Private Fleets

FEATURES

Analytics & Monitoring

Billing Alarms

Click to Expand

28 more rows

Unlocks

Capabilities are unlocked when a credit card is added to the account.

Features Comparison

Features Comparison


Edgegap

Gameye

Orchestration

Hybrid orchestration, no game server SDK required

Containers "are pre-pulled on every node in the network"; warm pools shipped March 2026; session-based autoscaling "progressing toward its first production deployment" (May 2026)

Infrastructure

17+ cloud and bare metal providers; failover is automatic

"21 providers" (homepage); 18 bare-metal + 5 burst-capacity providers listed (comparison page, as of September 30, 2026)

Hardware

Self-reported: dedicated bare metal "averaging 4.7 GHz", with cores run "in turbo mode" (comparison page, modified October 15, 2026).

Placement

Orchestrator selects the location per deployment from player location; no region selection required

Studio selects one of 9 region codes; Gameye picks the city inside the region "based on availability"

Pricing

$0.00115/min per vCPU, fractionable to 1/4 vCPU; $280/month per 16 vCPU Private Fleet host, 14.7 vCPU available, 12-month commitment

$0.07/vCPU/hr on-demand (1:2), $0.10 (1:4); reserved $0.035 (1:2), $0.042 (1:4); egress included; usable vCPU per host not published (as of Q3 2026)

Scalability

14M CCU load test, 40 deployments/sec for 60 minutes (Edgegap benchmark); 135M deployments since February 2019, incl. failed

130M+ session allocation requests since January 2017, successful or not; 3M CCU load test, "Not a production figure"; highest production peak 250,000 CCU (Chivalry 2, June 2021)

Integration

Unity/Unreal/Godot plugins; netcode samples (Mirror, Fish-Networking, NGO, Photon Fusion); backends and matchmakers (Nakama, PlayFab, UGS, Epic Online Services, Pragma, Beamable)

"Unreal Engine, Unity, Godot" via Linux server builds; "No SDK in your game server"; matchmakers "Nakama, Pragma, AccelByte, PlayFab, FlexMatch"

Support

24/7 for clients, free. Available on Discord, Slack, email

Support portal and Discord linked from its website

Latency

58% average reduction vs. public cloud (Edgegap case study)

"Players always land on the closest server"; no latency measurements published (as of Q3 2026)

Track Records

Deploying game servers since February 2019; 44 published case studies

"Seven years of real launches"; founded in 2017 (Gameye)

Full comparison available here: "Edgegap vs Gameye".

Clients

Learn more from clients who migrated to Edgegap

15 case studies are available from studios that moved to Edgegap from another platform.

Key reasons why they chose Edgegap

Key reasons why they chose Edgegap

Discover the impact of Edgegap's automated game server orchestration for a flawless multiplayer experience.

Methodology

How we measured

Each metric states what is measured, over what window, and what is excluded. Benchmark results are dated to the test that produced them and are not restated as current figures.

Orchestration Platform Scale

Where servers can run, and how many we have run.

Inventory

Global Edge Cloud locations

615+locations

Distinct deployment targets where a game server container can be scheduled on demand.

Platform inventory
How we measure this
Live

Private Fleet locations

58locations

Locations where a studio can reserve Private Fleet hosts for its exclusive use.

Published live
How we measure this
Cumulative

Game server deployments to date

135million deployments

Total game server deployments orchestrated since February 2019, including deployments that failed to start, the same basis our competitors use.

Since February 2019
How we measure this

Performance Under Load

How fast our orchestration delivers a server, and what it sustains under test.

Rolling 30d

Server deployment time

2seconds · median

From cold start: provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.

Rolling 30-day window
How we measure this
Benchmark

Sustained deployment rate for each game

40per second

Started deployments per second, averaged over a continuous 60-minute benchmark. Available to each game from confirmed studios with live traffic.

November 2023 benchmark
How we measure this
Benchmark

Concurrent capacity for each game

14million concurrent

Concurrent sessions reached on real game server containers, at 100 players per server.

November 2023 benchmark
How we measure this

Reliability

What we commit to contractually for our orchestration, and what the monitors record.

Committed

Availability

99.99%SLA commitment

Committed under our SLA. Trailing 90-day measured uptime: 99.999%.

Trailing 90 days
How we measure this
Inventory

Provider redundancy

17+providers

Cloud and bare-metal providers under contract and carrying production traffic. Failover is automatic.

Platform inventory
How we measure this

Live component status is published at status.edgegap.com.

How We Measure

One entry per metric: what is measured, how, and over what window.

Global Edge Cloud locations

A location is a distinct deployment target: one datacenter site at one of our infrastructure providers, in which a game server container can be scheduled on demand. Sites are counted once each regardless of how many providers operate in the same metro, and count only while accepting deployments.

Back to the metric ↑
Private Fleet locations

Counted separately from the 615+ Edge Cloud locations, which are on-demand cloud capacity: a Private Fleet location is a site where a studio reserves hosts for its exclusive use. Published live on the Fleet Manager page. Each Private Fleet host includes 6 TB of egress per month.

Back to the metric ↑
Game server deployments to date

Counted as total deployment records since February 2019, including deployments that failed to start, the same basis our competitors use.

Back to the metric ↑
Server deployment time

From cold start: provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.

Back to the metric ↑
Sustained deployment rate for each game

The orchestrator started real game server containers continuously for 60 minutes, averaging 40 started deployments per second over the full hour, counted at deployment start rather than at ready state. Measured across 550+ locations and 17 providers in November 2023. The benchmark ran for a single game. Capacity is allocated per game, so each game from a confirmed studio with live traffic can run at this rate independently and at the same time.

Back to the metric ↑
Concurrent capacity for each game

In November 2023, the platform sustained 40 game server deployments per second for 60 minutes across 550+ locations and 17 providers, reaching 14 million concurrent sessions at 100 players per server. Game servers were real containers; player clients were simulated. The benchmark ran for a single game. Capacity is allocated per game, so every game on the platform can scale to this level independently and at the same time.

Back to the metric ↑
Availability

Availability is committed at 99.99% under our SLA and measured continuously against five independently monitored components: Container Registry, Dashboard, Public API, Public Documentation and Website. Trailing 90-day measured uptime: 99.999%. The live figure is published on status.edgegap.com.

Back to the metric ↑
Provider redundancy

Distinct suppliers under contract and carrying production traffic, counted at corporate-entity level. Failover across providers is automatic; it is the premise of the multi-cloud architecture.

Back to the metric ↑

How We Keep This Current

What gets reviewed, on what cadence, and what carries its own date.

Platform figures on this page are reviewed and refreshed quarterly. Metrics drawn from live sources (availability and game server deployments) carry their own as-of dates and are updated as measured. Benchmark results are dated to the test that produced them and are not restated as current figures.

Last updated
Next reviewor earlier

Frequently Asked Questions

Edgegap is the hosting & orchestration experts. Our platform is tailor built to help you speed up your development process, which allows you focus on what you excel at - development.


I am already on Docker with no server SDK. What is actually left to migrate?

Because the two numbers measure different things, and we would rather explain that than quietly drop it. Their figure is allocation onto capacity that is already running and waiting in a warm pool. Ours is 2 seconds, median, from cold start, provisioned from scratch rather than allocated onto an already-running server, and measured to container ready, before the game engine starts. If you keep a pre-staged pool on Edgegap, which Private Fleets give you, allocation is immediate in the same way, and Server Browser scaling policies keep that standby capacity topped up for you. That matters most when your engine needs minutes to load assets and maps after the container starts, which deployment speed alone never solves. Our Server Browser documentation covers it under pre-warm standby. The trade is that nothing has to sit warm and billed for the rest of your traffic.

Gameye starts sessions in about half a second. Yours says two. Why would I move?

Because the two numbers measure different things, and we would rather explain that than quietly drop it. Their figure is allocation onto capacity that is already running and waiting in a warm pool. Ours is 2 seconds, median, from cold start, provisioned from scratch rather than allocated onto an already-running server, and measured to container ready, before the game engine starts. If you keep a pre-staged pool on Edgegap, which Private Fleets give you, allocation is immediate in the same way. The trade is that nothing has to sit warm and billed for the rest of your traffic.

Do I still choose regions?

No, and that is the biggest behavioural change on the page. Today your session call names a region and your coverage is whatever you provisioned. On Edgegap you send the players' IPs and the deployment is placed at the best available location on the Edge Cloud network at request time. Your baseline can still be pinned to Private Fleets in the locations you choose; it is the burst that stops being a region list you maintain.

What happens to my matchmaker?

Nothing, unless you want it to. Nakama, Pragma Engine, PlayFab, FlexMatch in standalone mode and custom backends all work the same way here: they make an HTTP call to allocate a server, and only the endpoint changes. If you would rather consolidate, Edgegap's no-code matchmaker is included and free to test, which is the one piece of the stack you would have had to source elsewhere before.

Is Edgegap actually cheaper?

On pure on-demand compute, no, and pretending otherwise would not survive your first spreadsheet: Gameye publishes $0.07 per vCPU per hour and Edge Cloud is $0.00115 per vCPU per minute, which is $0.069. The saving is in hybrid orchestration. Private Fleets run at $0.0261 per vCPU per hour against their $0.035 reserved rate, and at thousands of CCU a properly optimized split of Private Fleets and Edge Cloud lands 25 to 35 percent below pure cloud. Model your own traffic in our pricing calculator rather than taking the range as is.

What do I get that I do not have today?

Reach, on demand. 615+ Edge Cloud locations, placed at request time and measured from the player, where a bare metal orchestrator's burst is the same hyperscaler capacity anyone can rent. Then the part studios actually talk about: support is free and 24/7 for clients, on Discord, Slack and email, and you talk to our engineers rather than to a support tier bought by contract. You do not have to take that from us either. We publish more than 40 case studies, from AAA titles to solo indies, and you can read what those teams say about working with us before you move a single session. Edgegap's own no-code matchmaker and the Unity, Unreal and Godot plugins are there if you ever want them, but if your matchmaking and engine integration already work, nothing asks you to touch them.

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