Gameye | Game Server Hosting (@gogameye) header
Gameye | Game Server Hosting (@gogameye) profile picture

Agent friendly hosting for multiplayer game code. One API call starts a match, in regions worldwide. Discord: https://teapaw.org/t.co/e8iLL1r5Uj

London, England
Joined August 2016
Dedicated game servers shouldn't be a second full-time job. One API call. Server running in 0.5s. No SDK. No egress fees. Curated bare metal + cloud. Free sandbox → trial(.)gameye(.).com #IndieDev #GameDev
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Gameye | Game Server Hosting retweeted
Hey guys, we just want to clarify that this game isn't @Battlefield. You can tell because we actually have proper offline modes, mod support, dedicated servers for our community, and didn't sell our entire studio to a Saudi Arabian private investment firm. Retweet this post if you still believe in supporting community-first games... and want a Steam key to our next playtest. Appreciate you all for helping us spread the word 🙏
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Your multiplayer game works perfectly on localhost. Your players aren't on localhost. Before you ship, test with real-world lag, jitter and packet loss. Most of the tools are free and probably already installed. 🧵
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What to test: 150 ms with ±30 ms jitter and 2% loss is a decent "bad Wi-Fi" baseline. Watch for rubber-banding, hits that don't register and desyncs after reconnects. Then test on a real dedicated server in a region far from you. Different bugs show up there.
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A Nakama self-hosted cluster plus separate orchestration layer requires at least one additional DevOps hire for regional scaling. Gameye's fleet manager removes that layer.
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Ranked matches fall apart when one client can rewrite the rules. Authoritative dedicated instances put enforcement back on hardware the studio controls, not the loudest player. #GameDev #IndieDev
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Your Godot headless binary runs fine in the editor. Real netcode bugs only appear when the server runs production-like, without your laptop simulating both sides. #GameDev #IndieDev
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Rust teams building custom servers hit the same wall: the binary works locally but global regional placement and per-match allocation turns into weeks of orchestration work. #GameDev #IndieDev
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A single VPS works fine until the first concurrent spike. Then the question becomes who pays for the idle capacity the rest of the month. #GameDev #IndieDev
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When the first viral clip lands, the last thing your team needs is a surprise bill from egress you didn't budget for. Included bandwidth keeps the math honest. #GameDev #IndieDev
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Competitive matches live or die on the next available instance landing in the region closest to the players. That shouldn't require building your own global scheduler. #GameDev #IndieDev
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The first concurrent players expose every assumption you made about one machine handling the world. Dedicated instances that appear per match keep the vision intact. #GameDev #IndieDev
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