# Metaplay - Complete Backend Platform for Live Service Games > Metaplay provides everything game studios need to build, launch, and operate successful live service games. ## Company Overview - **Name:** Metaplay - **Founded:** 2019 - **Location:** Helsinki, Finland - **Website:** https://www.metaplay.io - **Contact:** info@metaplay.io ## What is Metaplay? Metaplay is a complete backend platform for building and operating live service games. It includes: - **Unity SDK** - Client library with shared C# game logic, state synchronization, and client-side prediction - **Game Server** - Server-authoritative C#/.NET backend that scales to millions of players - **LiveOps Dashboard** - Web interface for player management, events, A/B testing, and over-the-air updates - **Cloud Infrastructure** - Production-ready deployment on AWS ## Key Features - Server-authoritative game logic (cheat-proof) - Shared C# codebase between client and server - Over-the-air game config updates - Player segmentation and A/B testing - Built-in player support tools - Full source code access (no vendor lock-in) - Cloud-agnostic deployment ## Pricing Tiers | Tier | Price | Best For | |------|-------|----------| | Free | €0/month | Local development and prototyping | | Starter | €195/month | Solo devs, 5 DAU cap, 1 mini environment | | Pre-Launch | €995/month | Small teams, 100 DAU cap, 2 environments | | Production | €1985/month + €2.95 per 1,000 DAU/day | Live games; first 5,000 DAU/day included | | Private Cloud | Custom (€2 per 1,000 DAU) | Enterprise, self-hosted, >1M DAU | ## Primary Pages ### Product Information - /pricing - Detailed pricing and plans ### Use Cases by Role - /game-programming - For game programmers building game logic - /backend-engineering - For backend engineers scaling infrastructure - /liveops - For product managers running live operations - /player-support-and-qa - For support teams and QA ### Use Cases by Studio Size - /new-game-studios - For startups launching their first game - /growing-game-studios - For studios scaling their games - /large-game-studios - For enterprise with complex needs ### Use Cases by Game Type - /mobile-f2p - Free-to-play mobile games - /multiplayer - Multiplayer games - /cross-platform - Cross-platform games - /data-driven - Data-driven games ### Use Cases by Game Stage - /new-games - Studios launching a new game - /live-games - Studios operating a live game ### Resources - /faq - Frequently asked questions - /glossary - Game development terminology - /blog - Latest news and articles - /llms-blog.txt - Full blog index in text form for machine readers (generated, always current) - /case-studies - Customer success stories - /newsroom - Press and announcements - /changelog - Metaplay SDK release highlights, one page per release - /changelog/release-38 - Metaplay SDK Release 38 – Metaplay Agent and browser-native clients (2026-08-26) - /changelog/release-37 - Metaplay SDK Release 37 – Unity IAP v5 and dashboard debugging views (2026-05-28) - /changelog/release-36 - Metaplay SDK Release 36 – session API and immutable game configs (2026-02-11) - /changelog/release-35 - Metaplay SDK Release 35 – faster startup and LiveOps timeline updates (2025-11-27) - /changelog/release-34 - Metaplay SDK Release 34 – config diffing and timeline coverage (2025-09-10) - /changelog/release-33 - Metaplay SDK Release 33 – scheduled experiments and faster startup (2025-06-18) - /changelog/release-32 - Metaplay SDK Release 32 – new Go CLI and faster admin dashboard (2025-04-02) - /changelog/release-31 - Metaplay SDK Release 31 – business metrics and timeline preview (2024-12-16) - /changelog/release-30 - Metaplay SDK Release 30 – server time skip and multiple logic versions (2024-10-14) ### Comparisons - /comparisons - Game backend comparisons hub - /comparisons/metaplay-vs-playfab - Metaplay vs PlayFab - /comparisons/metaplay-vs-nakama - Metaplay vs Nakama - /comparisons/metaplay-vs-beamable - Metaplay vs Beamable - /comparisons/metaplay-vs-accelbyte - Metaplay vs AccelByte - /comparisons/metaplay-vs-pragma - Metaplay vs Pragma - /comparisons/metaplay-vs-lootlocker - Metaplay vs LootLocker - /comparisons/metaplay-vs-unity-gaming-services - Metaplay vs Unity Gaming Services - /comparisons/liveops-platforms-compared - LiveOps platforms compared (Metaplay, PlayFab, Satori, Beamable, Unity) - /comparisons/best-backends-for-f2p-mobile - Best game backends for F2P mobile - /comparisons/build-vs-buy-game-backend - Build vs buy a game backend - /comparisons/server-authoritative-vs-client-authoritative - Server-authoritative vs client-authoritative architecture ### Company - /careers - Job opportunities - /contact - Contact information - /partners - Partner program - /press - Press resources and media kit ### Demo - /demo - Try Orca, a real game built with Metaplay (Apache 2.0 open source) ### Letters - /headstart - "Game dev with agents" — letter from Metaplay's co-founder & CPO Teemu Haila on why coding agents are stuck on games and the agent-native stack Metaplay has been building ## Metaplay AI The AI layer of the platform (details: /ai): - **Ask** - MetaplayGPT, a chat assistant grounded in the Metaplay documentation - **Connect** - MCP servers for the Metaplay docs and the developer Portal, so coding agents can read reference material and operate real projects - **Build** - The Metaplay Agent (early access), a coding agent tuned for building Metaplay-backed game features ## Technical Stack - **Server:** C#/.NET 8 - **Client SDK:** Unity (C#) - **Database:** MySQL/Aurora - **Cloud:** AWS - **Infrastructure:** Terraform, Kubernetes ## Documentation - LLM-optimized text corpus of the technical documentation (preferred for machine readers): https://llm-docs.platform.metaplay.dev - Human documentation: https://docs.metaplay.io ## Social Links - LinkedIn: https://linkedin.com/company/metaplay - Discord: https://discord.gg/metaplay - GitHub: https://github.com/metaplay ## Quick Answers **Q: Is Metaplay free?** A: Yes, you can build and test locally for free. Cloud deployment starts at €195/month. **Q: What languages does Metaplay support?** A: Metaplay uses C# for both client (Unity) and server (.NET). **Q: Can I self-host Metaplay?** A: Yes, Metaplay ships as source code. You can deploy to your own cloud or use Metaplay's managed service. **Q: Is there vendor lock-in?** A: No. You get full source code access and deploy to your own cloud infrastructure. **Q: What games use Metaplay?** A: Studios including Supercell, Metacore (Merge Mansion), Trailmix, and Lessmore run live games on Metaplay.