Realtime game servers, without the netcode.
Not available yet. Hosted authoritative game servers are something we're building, not something you can switch on today. This page describes the plan honestly. The rest of Crux - auth, data, leaderboards, economy, the server registry, and matchmaking - is live and free to use right now.
The idea: you define how your world behaves, and Crux runs the authoritative loop, keeps every connected player in sync, and scales instances on demand - the part of multiplayer that takes months, turned into a feature you switch on.
Players and data were the easy part. The world is the hard part.
The authoritative game server receives player actions, holds the true state of the world, advances it every tick, resolves conflicts, and streams the result back to everyone - without drift and without trusting the client. Studios spend months on it, then rebuild it for every title. That's the work we want to remove.
The world is the hard part
Auth, storage, and leaderboards are solved - and shipping in Crux today. The authoritative server that holds the world and moves every player is where months still go.
It gets rebuilt every title
State sync, instancing, reconnection, and anti-cheat get reinvented for each game. We want to run that layer once, for all of them.
Netcode is its own discipline
Most teams don't have a networking engineer. The goal is that you wouldn't need one to ship a synced, server-authoritative world.
One backend, end to end
It should plug straight into the Crux auth, data, economy, and matchmaking you're already using - same projects, environments, and credentials.
Planned capabilities
The shape we're aiming for. Details will change as we build - nothing here is a commitment to a date.
- Authoritative world loop with server-side validation
- Automatic state sync to every connected client
- Rooms and instances, created and torn down on demand
- Matchmaking handoff into fresh instances
- Reconnection and resilience across brief disconnects
- Built on the same Crux backend you already use
Already live in Crux
These ship now, on the free tier, with SDKs and a plain HTTP API.
- Player authentication
- Persistent player & project data
- Leaderboards
- Economy (currencies & items)
- Dedicated server registry & browser
- Matchmaking queue
The realtime game servers series.
Background reading on authoritative multiplayer, from first principles to scaling.
Ship the rest of your backend today.
Auth, persistent data, leaderboards, economy, the server registry, and matchmaking are live and free. We'll announce Realtime here and on Discord when it's ready to try.