Create richer, high-fidelity gameplay like bigger battles and more dynamic combat, mixing PvP and PvE content to drive unique player experiences.
We handle the major backend challenges, which means you're free to explore new game design and focus on creating the best experience for your players.
Performant, secure networking for your game. Designed from the ground up for high tick rate, real-time games. You focus on gameplay, not netcode.
Hosting locations in all major gaming regions, enabling you to host near your players and provide the low latency gameplay needed for high fidelity action games.
Mavericks: Proving Grounds by Automaton Games is an expansive online shooter experience featuring a core 1,000-player Battle Royale-style PvP mode set in a huge 16km x 16km world.
Scavengers by Midwinter Entertainment brings the excitement and unpredictability of class-based team-building to its unique blend of PvP and PvE gameplay.
SpatialOS works across any platform. You can even combine multiple platforms across a single game to have players playing across different devices.
The GDK for Unity gives you a head start on common challenges. The FPS Starter Project, for example, has solutions to movement, shooting, transforms and health.
The integration with Unreal has native-feeling workflows so you can use SpatialOS with all the Unreal Engine’s networking APIs.
Yes - but only a few milliseconds. All your network data passes through the SpatialOS Runtime, gets stored our in-memory database and is then sent where it needs to go. We designed this to allow for high throughput with low-latency games.
SpatialOS includes a highly configurable, dynamic area-of-interest system. This allows you to tightly control which players see what at variable frequencies, and to degrade gracefully and intelligently when high-density battles break out.
SpatialOS ensures there is an overlap boundary between any adjacent servers. This allows raycasts to hit players that may be on an adjacent server. SpatialOS also enables cross-server RPCs so you can communicate between servers.