Crux Runtime · closed alpha

From Godot export to a joinable authoritative session.

Upload the server export you already have, start an ephemeral process, wait for READY, issue player-specific join tickets, inspect logs, submit trusted results, and stop it cleanly. No Docker, container registry, cloud account, or fleet setup is required from the developer.

Runtime execution is currently capacity-gated to admitted closed-alpha projects. When admitted, Dev projects receive a three-hour evaluation allowance. No credit card.

Verify before you integrate

Inspect the platform before requesting a pilot slot.

Runtime is early and capacity-gated, so the trust test should be concrete: inspect the public API contract, the SDK source, the reference server architecture, and the exit path before asking us for access.

Live API status

A live check of the hosted API right now. No made-up uptime percentage and no hidden demo environment.

Check current status

Public API contract

The hosted HTTP surface is documented as OpenAPI. Inspect the wire format before choosing an SDK or writing an adapter.

Open the spec

MIT client SDKs

The JavaScript, Godot, Unity, and Roblox client SDK source is public. The hosted backend itself remains a managed proprietary service.

Inspect the SDK source

Documented exit path

Read what is exportable today and the written commitment for advance notice plus an export window if the hosted service winds down.

Read the exit guarantee

Reference authoritative server

Relay Zero shows the Godot client/server split and headless-server shape Runtime is designed to host. It is a reference implementation, not a customer case study.

Inspect Relay Zero
What Runtime removes

The shortest path from a server export to a real match.

Your game still owns the world, tick loop, state sync, and netcode. Runtime owns the operational path around it: immutable artifacts, isolated execution, port allocation, readiness, short-lived admission, logs, results, and cleanup.

01

Run the server you already wrote

Crux Runtime runs your Godot authoritative process. It does not replace your replication, prediction, simulation, or networking model.

02

Remove deployment plumbing

Upload the dedicated-server export; Crux packages it, schedules an isolated EU process, reports readiness, and returns a joinable endpoint.

03

Keep your backend optional

Use Steam, Supabase, PlayFab, Nakama, or your own services alongside Runtime. Crux auth, data, matchmaking, and results are accelerators, not prerequisites.

04

Start with a narrow contract

Godot 4, Linux x86-64, native PC clients, ENet/UDP, EU region, one fixed server shape, and ephemeral 2-16 player sessions.

What ships in v0

The Runtime contract

Runtime v0 is deliberately narrow so each deployment is predictable. Access is closed-alpha and capacity-gated; admitted projects get this contract today. More engines, regions, and server shapes follow observed demand.

  • Godot 4 Linux dedicated-server ZIP upload
  • Immutable builds with version replacement and rollback
  • Isolated EU Runtime Agent with bounded CPU, memory, disk, and lifetime
  • Explicit readiness, join tickets, logs, result submission, and termination
  • Optional matchmaking handoff into a ready Runtime session
  • Project-level validation counters for real deployment evidence
And around it

The rest of the backend, when you want it

Auth, data, leaderboards, economy, server registry, matchmaking, SDKs, and the Runtime control-plane API ship with a plain HTTP interface. Runtime works without adopting any of them.

Start with Crux BaaS
Learn more

The realtime game servers series.

Background reading on authoritative multiplayer, from first principles to scaling.

Two products, one project model

Build with the BaaS; deploy your server with Runtime.

The Dev BaaS plan is live and free within its documented MAU/API limits. Runtime is a separate, capacity-gated closed alpha: admitted Dev projects receive a finite three-hour evaluation allowance before any ongoing metered access.