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FOR MULTIPLAYER GAMES

Social features that scale

Guilds, leagues, matchmaking, and custom multiplayer entities—all server-authoritative and built to scale.

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Optimizing player experience...
01

Why use Metaplay for multiplayer?

Social systems built-in

Full guild framework with membership, roles, permissions, and shared state.

Leagues system with seasons, ranks, divisions, and automated rewards.

Leaderboards with player and guild rankings, seasonal resets, and promotion.

Competitive features

Async matchmaker for PvP, raids, and cooperative content with MMR support.

Custom multiplayer entities for parties, matches, chat rooms, and more.

Real-time messaging infrastructure for live interactions.

Cheat-proof by design

Server-authoritative model validates all player actions and interactions.

Guild transactions ensure atomic operations across player and guild state.

Deterministic logic execution guarantees consistent results.

02

Three ways Metaplay helps multiplayer games work better

01

Guilds that work

Not a bolt-on solution. Guilds are first-class entities with their own state, actions, and lifecycle. Membership, permissions, and shared data are handled out of the box.

02

Scalable architecture

Actor-based model distributes players and guilds across server nodes. Handle millions of concurrent players and thousands of active guilds without bottlenecks.

03

Extensible entities

Create custom multiplayer entities for any interaction pattern—parties, battle sessions, trading rooms. The framework adapts to your game design.

03

Features for multiplayer games

01

Guild framework

Full-featured guilds with membership, roles, permissions, and shared state.

02

Leagues & seasons

Competitive seasons with ranks, divisions, promotion, and rewards.

03

Async matchmaker

Find opponents based on MMR, power level, or custom criteria.

04

Multiplayer entities

Custom server entities for parties, matches, and shared experiences.

05

Leaderboards

Player and guild rankings with seasonal resets and filtering.

06

Guild discovery

Search and recommendation systems for finding guilds to join.

07

Real-time messaging

Low-latency server-to-client communication for live interactions.

08

Guild transactions

Atomic operations that span player and guild state safely.

09

Alliance events

Server-wide and alliance-level events with participation tracking.

04

It couldn't be easier to get started

01

Sign up

Sign up to Metaplay and install the Metaplay SDK. Try a sample project and familiarise yourself with our comprehensive support docs.

02

Start developing

Use our pre-built features to cover all the basics and start developing your game with complete control.

03

Scale and extend

Progressively develop more features and workflows as your game grows and never get held back by your tech.

05
We're a new studio aiming to push the limits of what's possible, and using the Metaplay backend gives us the space we need to focus on our core competency: making great games. It's like having an experienced co-pilot who handles all of the complex backend challenges for us.

Markus Kiukkonen

COO at Bitmagic

06

Top frequently asked questions

Guilds are built on Metaplay's multiplayer entity framework. You define your GuildModel (similar to PlayerModel) and GuildActions. The SDK handles membership, permissions, state sync, and client communication. Most games can have a basic guild system running in days.

Yes. You define how MMR is calculated and how players are bucketed. The async matchmaker handles the infrastructure—database scanning, caching, and opponent selection. You control the matching logic.

Leagues are managed by a LeagueManager entity that handles season transitions, player placement into divisions, and rank changes. You configure season duration, rank count, promotion rules, and rewards. The SDK handles the lifecycle.

Absolutely. The Multiplayer Entities framework lets you create any shared-state feature—parties, battle sessions, trading rooms, chat channels. Define your model and actions, and the SDK handles state sync to connected clients.