Global Edge Cloud locations
Distinct deployment targets where a game server container can be scheduled on demand.

Migration
/
Multiplay
Remove the Multiplay SDK, containerize the build you already have, and deploy to automated Private Fleets for cost-effective hosting. Your game logic doesn't change.
With Multiplay you size an availability buffer and pay for servers that sit idle waiting for a match; with Edgegap's hybrid orchestration you hold a Private Fleet for your steady load and burst to our Edge Cloud network of 615+ locations worldwide on-demand, so there is no buffer to tune and no coverage you had to buy in advance.
Already matchmaking with UGS? Keep it, and deploy dedicated servers straight from the Unity Gaming Services matchmaker.
What changes (and doesn't change)
A Multiplay migration is a hosting change, not a rewrite. 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.
Containerize
Multiplay took uploaded build files rather than images, so the container is the one new artifact. The quickstart tools build it for you from the same server build, for Unity, Unreal and Godot.
Your client connect flow
Your client still receives an address and a port and connects to it. Only where that address comes from changes.
Engine, versions & CI
Same engine, same version, same build pipeline. Nothing in your CI needs a new step beyond pushing the image.
What Changes
The Hosting SDK comes out
The Multiplay SDK is removed: SubscribeToServerEventsAsync and its allocate and deallocate callbacks, ReadyServerForPlayersAsync, UnreadyServerAsync, the StartServerQueryHandlerAsync SQP handler and every ServerConfig read. Edgegap requires no server SDK. Apps and Versions replace ServerConfig.
One allocation call replaces the fleet
On Multiplay you queue an allocation against a fleet, get a 202, and poll the allocation UUID for the server address. On Edgegap you POST once to the deploy endpoint and the FQDN and port come back in the same response.
Regions stop being a purchase decision
You no longer buy capacity region by region. Every deployment is placed at the best of 615+ locations at request time for Edge Cloud.
Capacity stops being your job
No availability buffer to size, no scaling policies to tune, no idle servers between peaks. Edge Cloud has nothing to pre-provision at all, and Private Fleets get rightsized with us as your traffic curve moves, so capacity stops being a thing you manage.
Expected Timeline
Step 1
Remove the Multiplay SDK: the server-events subscription, the ready and unready calls, and the SQP handler.
~1 hour
Step 2
Multiplay shipped uploaded build files, so this step always applies. Automated build tools are available for Unity, Unreal and Godot, or build the image yourself.
~30 min. to 2hrs.
Step 3
Edgegap's registry is available for free, or keep ECR, DockerHub, GitLab, etc.
Step 4
One HTTP request replaces fleet allocation.
~1 day
Step 5
Deploy globally on Edge Cloud, and optionally cut cost further with egress-free hosting on Private Fleets.
Instant Rollout
Detailed migration steps
If you are looking to migrate your multiplayer game from Multiplay to Edgegap's game server hosting & orchestration, the following simple steps will get you running in no time. Full instructions: Switch from Multiplay.
Before getting started, it helps to be clear on what moves and what does not.
Only game server hosting moves: Unity Gaming Services keeps your matchmaker (including backfill), lobbies, authentication and player data, and Edgegap becomes the place the matched server runs. Edgegap is an API, with no server SDK in your game server.
We expect that: you currently host on Multiplay, you have a working Linux game server build, and you can change the code or service that requests a server allocation.
Edgegap does not require a server SDK to integrate. The first step to switch to Edgegap is to remove the code that initializes the Multiplay SDK within your game server. In Unity that is MultiplayService.Instance and everything hanging off it: SubscribeToServerEventsAsync with its MultiplayEventCallbacks, ReadyServerForPlayersAsync and UnreadyServerAsync, the StartServerQueryHandlerAsync handler and its per-tick UpdateServerCheck, and every ServerConfig read. In Unreal it is the RocketScienceMultiplaySDK plugin and its three subsystems, URSMultiplayGameServerSubsystem, URSMultiplayServerConfigSubsystem and URSMultiplayServerQueryHandlerSubsystem, plus the port.
The second step towards switching to Edgegap is to containerize your game server. Follow the engine-specific guide for Unity, Unreal Engine or Godot, which takes 5 to 20 minutes on a development project. Then push the image to Edgegap's free registry, or keep ECR, DockerHub, GitLab or any other OCI-compatible registry.
Multiplay feature | Edgegap - Feature replacement |
|---|---|
Authentication | Optionally, add fine-grained access controls: matchmaker API token, server browser client and server API tokens with federated identity, or custom DIY session management with an Edgegap API token. |
Hosting SDK | No server SDK required. |
Create a Build | Automated game server build tools for Godot, Unity, and Unreal Engine. |
Build Configuration | Fully automated. Optionally expose additional ports or variables. |
Server Query Protocol | Deployment Status API for DevOps and testing, Deployment Webhook for backend automation, Server Browser with Search and Browse for client integration. |
Fleet | Private Fleets with persistence and automatic Cloud Overflow. Add later, or default to match-bound cloud. |
Test Allocation | |
Lobby | Group Up for Matchmaking, or Reserve Seat in Server Browser. |
Matchmaking | No-code matchmaker, free to test, with lightweight SDKs. Or start deployments from the UGS Matchmaker. |
A/B testing | |
Server Analytics |
Edgegap also offers an optional feature similar to Multiplay's fleets: Private Fleets of persistent servers on bare metal, with egress-free hosting and automatic overflow to Edge Cloud when demand runs past the Private Fleet's capacity.
Pricing
Discover how Edgegap's orchestration is cost effective versus your current Multiplay bill.
Multiplay scales fleets region by region, ahead of demand. Edgegap on-demand compute deploys a container per match, with Private Fleets reserved capacity covers your steady baseline with egress-free hosting.
Multiplay | Edgegap | |
|---|---|---|
Model | Fleet-based. Capacity scaled per region before players arrive | On-demand, per container deployment on Edge Cloud, with Private Fleets for cost-effective "baseline" traffic on egress-free hosting |
Capacity planning | Minimum and maximum available servers, plus server density, tuned per region | Automated. Nothing to size on Edge Cloud, rightsized monthly on Private Fleets |
Spare capacity | Availability buffer of pre-started servers, sized by you | Not applicable. Deployments start on request in 2 seconds, median, from server cold start |
You pay for servers that are ready and empty on Multiplay. On Edge Cloud you pay for deployments that exist.
Multiplay | Edgegap | |
|---|---|---|
Idle capacity | Billed. Their own documentation states that available servers "consume resources and incur costs even when not actively hosting game sessions" (Availability buffer, support.multiplay.dev, accessed Sep 23, 2026) | Not billed on Edge Cloud. Zero active deployments costs $0 |
Billing granularity | Per server, per region, purchased in advance | Per vCPU-minute, fractionable from 0.25 vCPU |
Published rate | None. Pricing is quoted under contract, with no public pricing page as of Sep 23, 2026 | $0.00115 per vCPU per minute on Edge Cloud, $0.0261 per vCPU per hour on Private Fleets |
Multiplay capacity is bought region by region across a fixed footprint. Edgegap places each deployment at request time and charges one price everywhere.
Multiplay | Edgegap | |
|---|---|---|
Region purchasing | Capacity chosen and scaled per region, each with its own settings | Single worldwide price on, and no region selection on Edge Cloud |
Footprint | 30+ locations across six regions, as of July 2026 | 615+ Edge Cloud locations, 58 Private Fleet locations |
Placement | Fixed to the regions you provisioned | Best available location on the Edge Cloud network at request time, measured from the player |
Egress-free hosting | Not published | Yes, via Private Fleets |
Edgegap | Rocket Science Group's Multiplay | |
|---|---|---|
Orchestration | Regionless on-demand deployments nearest to players, plus hybrid orchestration with Private Fleets; for persistent servers and egress-free hosting. | Fleet-based, per-region selection and scaling. Hybrid owned bare metal plus multi-cloud. |
Infrastructure | Owned bare metal plus multi-cloud across six regions. No public uptime SLA figure as of July 2026. DDoS-protection specifics not detailed publicly. | |
Regions | 615+ Edge Cloud locations worldwide, 58 Private Fleet locations globally | 30+ locations across six regions per its platform page, which itemizes 40; Rocket Science cites 40+. Capacity selected and scaled per region per fleet. |
Pricing | $0.00115/min per vCPU (fractionable), $280/month Performance host (16 vCPU, 32 GB, 6 TB egress) / $320/month Overdrive (3.7-5.1 GHz, 64 GB) on a 12-month commitment | Not disclosed. |
Scalability | 14M CCU with real world testing, 110M sessions lifetime | Fleet autoscaler (pre-warmed proactive plus reactive burst). No public benchmark data as of July 2026. |
Integration | Fleet-based multi-step (build, build config, server density, fleet, allocation). SDK or direct API. Onboarding is guided/sales-led. | |
Support | Contract-based. | |
Latency | No data published | |
Track Records | 7+ years in production (since February 2019), 1,600+ studios, live AAA | Relaunched under Rocket Science Group July 2026 |
Full comparison available here: "Edgegap vs Multiplay".

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

Migrating a LiveOps Multiplayer to Edgegap to Solve DevOps Workload
Discover why #1 VR extraction shooter is powered by Edgegap's game server hosting & orchestration.
Case Study

Persistent Servers that Scale Instantly & Improve End Users Experience
Discover how The Isle improved its players’ experience with Edgegap’s global deployments of persistent servers.
Case Study

A Cozy MMO Migrated in Days with Edgegap's Game Server Orchestration
How Qloud Games migrated Loftia's game server hosting to Edgegap in under 24 hours and ran a flawless closed beta with thousands of concurrent players
Case Study

VR Warfare at Scale: Triangle Factory Launches Forefront 1.0 on Edgegap
How Triangle Factory migrated their most ambitious VR shooter to Edgegap and launched their full 1.0 with confidence.
Case Study

From Peer-to-Peer to Fair Fights: Bloody Bastards on Dedicated Servers
How Tibith Ltd migrated Bloody Bastards, a 40M download mobile hit, from P2P to Edgegap's dedicated servers & matchmaking, ensuring every match is server-authoritative.
Case Study

How Noodlecake Delivers Multiplayer and Forgets the Servers Exist
How Noodlecake moved Super Flappy Golf to Edgegap's automated orchestration and got back to building the game.
Case Study

Competitive VR needs Infrastructure to Match: Breachers Migrates to Edgegap
How Triangle Factory brought their competitive 5v5 VR shooter to infrastructure built for the precision the genre demands.
Case Study

Using Edgegap’s Fleets for a fully automated server management flow
Learn how Blue Duck Studios uses Edgegap's Fleets API to orchestrate its soccer game's servers.
Case Study

1047 Games on Edgegap: A Smooth Migration and Launch
How 1047 Games moved Splitgate: Arena Reloaded onto Edgegap and launched Empulse on its orchestration, with hosting that stayed reliable throughout.
Case Study

From homebrew orchestration to 50k players overnight
How Slipstream Games cut server costs by 50%, reduced its ping from 200-250ms to 100-110ms & launched on CrazyGames reaching 50k players in 24 hours.
Case Study

From Fleet to On-Demand: Dedicated Servers for an Indie Scooter Game
How iScoot migrated from fleet-based hosting to on-demand instance-based orchestration, resulting in 10x smaller dedicated servers and a cost model built for an indie game.
Case Study

On Demand, On Budget: Triangle Factory Brings Hyper Dash to Edgegap
How a free-to-play VR shooter stays fast, global, and cost-efficient with on-demand infrastructure that scales with its players.
Case Study
Discover the impact of Edgegap's automated game server orchestration for a flawless multiplayer experience.
Methodology
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.
Where servers can run, and how many we have run.
Distinct deployment targets where a game server container can be scheduled on demand.
Locations where a studio can reserve Private Fleet hosts for its exclusive use.
Total game server deployments orchestrated since February 2019, including deployments that failed to start, the same basis our competitors use.
How fast our orchestration delivers a server, and what it sustains under test.
From cold start: provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.
Started deployments per second, averaged over a continuous 60-minute benchmark. Available to each game from confirmed studios with live traffic.
Concurrent sessions reached on real game server containers, at 100 players per server.
What we commit to contractually for our orchestration, and what the monitors record.
Committed under our SLA. Trailing 90-day measured uptime: 99.999%.
Cloud and bare-metal providers under contract and carrying production traffic. Failover is automatic.
Live component status is published at status.edgegap.com.
One entry per metric: what is measured, how, and over what window.
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 ↑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 ↑Counted as total deployment records since February 2019, including deployments that failed to start, the same basis our competitors use.
Back to the metric ↑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 ↑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 ↑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 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 ↑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 ↑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.
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.
If your migration onto Multiplay's new platform is already done and stable, there is no emergency, this is a decision you can take on your own timetable. But compare the two pieces of work honestly. Both remove the SDK you have today. Multiplay's path replaces it with another SDK (new Unity package, new Unreal plugin, new subsystem classes), repoints your API endpoints, and leaves you scaling fleets region by region. Edgegap's path removes the server SDK and does not give you a new one: no daemon, no SQP handler, no server.json, no availability buffer to size. Same disruption, one less moving part at the end of it.
No. Same answer as the section above, in short: your transport, serialization and tick loop are untouched, and the container runs the same server binary you build today. Only the hosting plumbing comes out.
It is real work, and we will not pretend otherwise: Multiplay takes uploaded build files rather than images, so nobody arrives from there with a container. It is also the step we automate: the Edgegap build tools for Unity, Unreal and Godot turn the server build you already produce into an image for you, so most teams clear this in 30 minutes to 2 hours, and nothing in your CI needs a new step beyond pushing it. Build the image yourself if you prefer.
Unity Gaming Services does not have to change at all. You keep matchmaking in UGS and have matches deploy servers on Edgegap, the integration is documented step by step: how to deploy dedicated servers from the UGS matchmaker (edgegap.com/integration/how-to-deploy-dedicated-servers-from-unity-gaming-services-ugs-matchmaker-with-edgegap). What does have to move is the Multiplay side: fleet and build-configuration bindings do not transfer, and backfill logic tied to Multiplay allocations is re-pointed at the deploy endpoint. If you would rather consolidate, Edgegap's no-code matchmaker is free to test and integrates with lightweight SDKs.
No. Staying on Multiplay does put work in front of you first: their onboarding guide asks v2 Matchmaker users to upgrade to v3 with their Unity account team before migrating, and Clanforge users to repoint every multiplay.com and multiplay.co.uk call (Multiplay onboarding guide, support.multiplay.dev, accessed Sep 23, 2026). Coming to Edgegap there is no version gate: you call our deploy endpoint directly from whatever backend you have now, v2 matchmaker included.
Private Fleets replace hand-scaled fleets, and they are the closer equivalent: scaling is automated rather than a per-region min/max you maintain, you rightsize monthly as your traffic curve moves instead of committing ahead of a season, and egress-free hosting on your own capacity cuts the bill further. What you lose is the tuning work: no minimum and maximum available-server settings, no server density, no warm pool billed between peaks. Above your Private Fleet, hybrid orchestration bursts onto Edge Cloud and each deployment is placed at the best available location on the network at request time, measured from the player. Boot time 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.