Beamable Heads to Dubai for TOKEN2049: Join Us for DePIN, Gaming & More

We’re heading to Dubai – and bringing the energy.

Beamable CEO Jon Radoff will be on the ground at TOKEN2049 Dubai, one of the world’s premier crypto and Web3 gatherings, and we’re not just attending – we’re activating!

Here’s what we’ve got lined up:

🚀 April 30 – Founders & Investors Brunch (Invite Only)

Beamable is kicking off the week with an intimate gathering of builders, founders, and investors. Over good coffee and better conversations, we’ll dive into what’s next for Web3 games, infrastructure, and the DePIN movement. Want in? Reach out — space is limited. https://lu.ma/token2049_gaming

🗣 May 1 – Jon Radoff Keynote at DePIN Day

Beamable CEO Jon Radoff will take the stage at DePIN Day to deliver a keynote on the intersection of gaming and decentralized infrastructure. From monetization to scalability, Jon will share real-world insights on how Web3-native games are reshaping the industry — and what’s next. If you’re serious about DePIN or gaming, this is a talk you won’t want to miss. https://lu.ma/depin-dubai

🎮 🍸 May 1 – DePIN & Gaming Happy Hour

Later that evening, we’re co-hosting the DePIN & Gaming Happy Hour, bringing together top builders, publishers, investors, and tech innovators at the heart of Dubai’s web3 scene. It’s a chance to unwind, connect, and celebrate what we’re building together. Drinks are on us! https://lu.ma/cby75s2d

Why It Matters Beamable.Network is all about enabling game studios to thrive in a decentralized future. From on-chain economies to scalable infrastructure built on Solana and beyond, we’re empowering developers to launch and grow games without reinventing the backend.

TOKEN2049 Dubai is the perfect place to show what’s possible – and we’re excited to connect with those who are building the future alongside us.

Want to meet with Jon or the Beamable team in Dubai? Shoot us a note or find us at one of the events above. Let’s build something great – together!

Sui is Simplifying Web3 Game Development – Here’s Why That Matters to Beamable (and to You)

At Beamable, we’re all about making life easier for game developers – especially those building ambitious, scalable, and player-driven games. So when we saw Sui’s recent post on how they’re simplifying Web3 game development, we appreciated it. A lot. And we wanted to share why this update matters from our perspective.

Because let’s be real: for Web3 games to thrive, developers need more than just a chain – they need a stack.

Sui is delivering a huge piece of that with tooling that empowers developers to bring blockchain-backed game systems to life – without needing to become full-time infrastructure engineers. And at Beamable, we’re excited to help fill in the rest of the stack.

Sui’s Tools + Beamable.Network = A New Era of Game Development

Sui’s new dev tools are packed with features that make it easier to build persistent, interactive worlds:

  • Unity SDKs for faster integration into existing pipelines
  • Visual scripting tools that lower the barrier for complex logic
  • Object-based architecture for dynamic, upgradeable game assets
  • Asset ownership and transfer tools baked into the core of the engine

Pair that with Beamable.Network – our decentralized backend infrastructure for live games – and you’ve got a powerful combo. Developers can offload live ops, commerce systems, identity management, and cross-platform support to Beamable while using Sui to power the on-chain side of gameplay and asset ownership.

Together, we’re making it possible to ship faster, operate more efficiently, and give players more control over their experiences.

We’re Building the Tools So You Can Build the Future

At Beamable, we’ve always believed that developers should spend their time creating great games – and we can handle the backend and blockchain complexities. That’s why we’re proud to partner with ecosystems like Sui that are lowering the barriers to entry and helping make Web3 game development… feel like game development.

Whether you’re an indie just getting started or a studio looking to scale, now’s the time to explore how Beamable and Sui can power your next game.

🚀 Ready to build?

Start exploring Beamable.Network or book a call with our team to see how we can help you get to market faster.

Beamable Verified by DePIN Hub: What It Means for Game Developers

We’re proud to announce Beamable.Network – the decentralized infrastructure initiative from Beamable – has been officially verified by DePIN Hub, scoring 86 out of 100 in their independent evaluation.

While Beamable.Network is a new project, the company behind it – Beamable – has been empowering game developers for years. From backend-as-a-service tools to live operations support, we’ve always believed that developers should be able to focus on making great games without getting buried in infrastructure work.

This verification validates our next step: building a decentralized future that gives you more control, more composability, and fewer compromises.

🧩 Why This Matters for Developers

Whether you’re using Beamable’s live game services today or exploring the Beamable.Network for the first time, our mission is the same – to help developers:

  • Ship faster
  • Operate more efficiently
  • Own their game infrastructure without managing it

Beamable.Network is bringing that vision into the decentralized space — giving studios access to a composable, lower-cost, decentralized backend that integrates seamlessly into Unity or Unreal Engine projects.

⚙️ Key Takeaways from the Verification Report

DePIN Hub’s rigorous evaluation process focused on real-world impact, technical design, and ecosystem potential. Here’s what stood out for developers:

  • ✅ Built for Unity and Unreal
    Beamable.Network integrates with the tools you already use – no custom engine rewrites are required.
  • 🧩 Modular Architecture
    Pick the features you need: matchmaking, leaderboards, in-game economy, social systems – or build your own modules on top of the network. It’s like LEGO for backend services.
  • 💸 Backend Costs Slashed by Up to 50%
    Beamable.Networks replace centralized hyperscalers like AWS or Azure with a decentralized infrastructure model, which means less vendor lock-in and significantly reduced spending.
  • ⏱ Speed Without Compromise
    Launch new games or scale existing ones with reusable backend components that don’t require rebuilding every time. Our SDK and platform are designed for fast iteration.
  • 🌍 Decentralized and Reliable
    Beamable.Network uses enterprise-grade infrastructure partners like i3D and Gcore to ensure low latency and global coverage – with decentralization expanding over time.

🧠 The Beamable Ecosystem: Centralized Simplicity Meets Decentralized Power

Let’s take a second to clarify what lives where:

  • Beamable (the platform) is a mature, developer-friendly backend-as-a-service solution used by 86+ live games. It provides centralized tools and services that help you build, monetize, and scale live games quickly.
  • Beamable.Network is our decentralized extension – a composable infrastructure protocol that enables developers to deploy backend services across a distributed network, with support for blockchain assets, modular architecture, and on-chain transparency.

The beauty is, you don’t have to choose. You can start with Beamable and scale with Beamable.Network, or build on both, depending on your needs.

🧱 Built by Game Developers, for Game Developers

Beamable has always been about reducing friction between vision and execution. With Beamable.Network, we’re going even further – creating a future where you can build freely, without fear of vendor lock-in, surprise service shutdowns, or skyrocketing cloud bills.

The DePIN Hub verification is an important milestone, but for us, it’s just another step in supporting game creators.

🚀 Get Started

Whether you’re an indie dev or an AAA studio, Beamable and Beamable.Network can help you build faster, operate smarter, and take full control of your game infrastructure.

👉 Explore Beamable.Network
👉 Start building with Beamable today: https://beamable.com/

Let’s redefine what’s possible – together.

Meet Beamable at the Live Service Gaming Summit

We’re heading to Austin! Beamable is excited to be part of the Live Service Gaming Summit North America, taking place April 29–30 at the Austin Marriott South – and we’re bringing some serious firepower.

Our Co-Founder & COO Trapper Markelz will represent Beamable at Booth 4 for the duration of the summit. He’ll be boots on the ground, taking meetings, hosting meet-and-greets, and diving deep into conversations about the future of live service games.

If you’re building – or thinking about building – a live game, swing by Booth 4 to talk shop with Trapper and learn how Beamable helps studios reduce backend complexity and get to market faster.

🎤 Don’t Miss Trapper’s Panel

Trapper will also be speaking on one of the summit’s must-attend panels:

🗓️ Panel: Evaluating the Game Technology Landscape to Deliver Live Games at Scale
🕚 Time: April 29, 11:05 AM – 11:35 AM
📍 Location: Stream A – Scalable Game Infrastructure

Panelists:

  • Luis Villegas, Head of Technology – PlayStation Studios
  • Doug Mellencamp, Studio Director – Bethesda Studios Montreal
  • Sean Tracy, Senior Director, Tools & Tech Content – Cloud Imperium Games
  • Trapper Markelz, Co-Founder & COO – Beamable

Topics include:

  • Building and scaling backend platforms for live games
  • Managing player surges and maintaining gameplay stability
  • Leveraging cloud and server architecture for modern multiplayer experiences

✅ Book Time with Trapper

Want to set up a one-on-one meeting or demo? Trapper’s schedule is filling up fast – reach out now to reserve a time slot at Booth 4: 

📍 Location: Booth 4, Live Service Gaming Summit
📅 Dates: April 29–30
📬 Contact Trapper to schedule a meeting

Let’s Build What’s Next in Live Games

From backend tech to live ops best practices, Beamable is here to help game studios unlock scalable success. Whether you’re AAA or indie, stop by Booth 4 to see how we can help power your next live game.

We’ll see you in Austin!

Beamable Is Hitting the Road: Spring 2025 Tour Across Web3 and Games

April and May are shaping up to be an exciting whirlwind for Beamable as we crisscross the globe, connecting with developers, innovators, and builders across Web3 and the broader games industry. Whether it’s the future of decentralized infrastructure or the evolution of live game services, we’re on a mission to showcase how Beamable and the Beamable Network are unlocking new possibilities for game creators everywhere.

Web3 World Tour: Dubai, Lugano & Toronto

Our intrepid CEO, Jon Radoff, will kick things off at TOKEN2049 Dubai, one of the leading global gatherings for Web3. Jon will be meeting with leaders across DePIN (Decentralized Physical Infrastructure Networks), decentralized compute, storage, bandwidth providers, gaming protocols, and crypto-native developers. These are exactly the types of builders that Beamable Network is designed to support – and we’re looking forward to connecting directly with them on how we’re creating the backbone for scalable, decentralized games.

While in Dubai, we’ll also be hosting side events and community meetups, just like the ones we ran during GDC – bringing together developers, investors, and creators for meaningful conversations about what’s next.

From there, Jon heads to Decentralized Lugano, where he’ll speak on the growing convergence between blockchain infrastructure and the game development ecosystem. After that, it’s on to Consensus Toronto, where Beamable will be diving deeper into how Web3-native infrastructure can power persistent worlds, dynamic economies, and player-owned ecosystems.

Leveling Up Live Game Services

Back in North America, COO Trapper Markelz will represent Beamable at the Live Service Gaming Summit North America. As an on-stage speaker, Trapper will share lessons from working with studios across the spectrum – on how they can reduce backend complexity, accelerate time to live, and operate sustainable live games without massive engineering teams.

We’ll also be making stops at Digital Dragons in Kraków, Nordic Game in Malmö, and GamesBeat Summit in Los Angeles. These events are vital for us because they put us face-to-face with the developers and studios building the next generation of games – whether they’re launching multiplayer hits, creating Web3-native experiences, or just exploring how to build better games, faster.

Why This Matters

Being at all of these events is about more than just visibility – it’s about being present with the communities we serve. We’re showing up to listen, collaborate, and co-create with the developers shaping the future of games.

Whether you’re scaling a live game, experimenting with Web3 mechanics, or building the next breakout hit – we want to meet you, share what we’re working on, and learn about your vision for the future.

See you on the road!

Beamable @ GDC 2025: Recap & Highlights from a Game-Changing Week

What a week! GDC 2025 was one for the books, and Beamable showed up in full force to meet the moment. From thought-provoking panels and exclusive summits to high-energy networking events, our team was everywhere – and we’re still buzzing from the incredible conversations we had with developers, investors, and Web3 trailblazers from around the world.

Here’s a look back at everything Beamable brought to the table at GDC 2025:

Lifting Off with Leaders & Visionaries

 We kicked things off with an invite-only brunch that brought together the sharpest minds in the space – from A16z, Binance, Meta, and Coinbase to Polygon, Sequoia, Animoca, and Bitkraft. This wasn’t just about eggs and mimosas (though they were delicious!) – it was about big ideas and bold bets on the future of decentralized gaming.

The atmosphere was electric as founders and funders traded insights on where the industry is heading and how infrastructure like Beamable can empower next-gen games to scale and succeed.

From the Stage to the WolvesDen

🎤 Beamable x Solana Developer Summit
Beamable CEO Jon Radoff and CTO Ali El Rhermoul lit up the stage with their session, “De-risking Live Ops with a Decentralized Backend.” The room was packed as they walked developers through how decentralized infrastructure can streamline live game operations, reduce backend risk, and unlock new levels of cost efficiency and scalability.

The message resonated loud and clear: Web3-native infrastructure isn’t just the future – it’s the smart way to build today.

🔥 Sui Gaming Summit
Beamable COO Trapper Markelz was on site diving into real-time demos and strategic conversations. He shared how Beamable is helping developers explore scalable Web3 monetization and economy design – putting power back in the hands of creators and communities.

🐺 Alpha Night @ WolvesDen
We wrapped up Day 2 with high-impact networking at WolvesDen, hosted by WolvesDAO and Gamified. The night was filled with top-tier builders, ambassadors, and investors – all laser-focused on the next phase of decentralized gaming. The conversations were candid, the connections real, and the energy unstoppable.

🍻 Beamable Happy Hour – A Massive Hit

 We said it would be fun – and we delivered. Beamable’s happy hour was absolutely packed, bringing together an incredible mix of developers, founders, and future collaborators over drinks and good vibes. We talked Web3, game dev, backend tools, and everything in between.

The space was buzzing with energy, and it quickly became one of the go-to networking events of the night. Big thanks to everyone who came out, raised a glass, and joined the conversation on the future of decentralized gaming. We’re already thinking about how to top it next year!

🤝 Wall-to-Wall Meetings with Game Makers Building the Future

All week, our calendars were full – and we wouldn’t have it any other way. Beamable met with dozens of studios, developers, and publishers across both Web2 and Web3, each with bold visions and real technical challenges.

Whether it was a mobile studio rethinking live ops, a blockchain-native team launching an NFT-driven MMO, or a AAA publisher exploring decentralized economy tools, the common thread was clear: the industry is hungry for infrastructure that’s flexible, scalable, and built for the next generation of games.

These meetings weren’t just intros – they were real discussions about integration, monetization, backend solutions, and partnership opportunities. And with Beamable Network at the center, we’re excited to help turn these conversations into launches.

✨ Why GDC 2025 Mattered

This year’s GDC wasn’t just about showing up – it was about showing what’s possible. Beamable came into the week with one goal: to help game developers harness the power of decentralized infrastructure and next-gen monetization. Whether you’re building an indie multiplayer title or launching the next big Web3 game, Beamable Network is built to help you scale, thrive, and innovate.

We’re grateful for every conversation, every handshake, and every spark of collaboration. Huge thanks to all the teams, partners, and developers who joined us throughout the week.

🚀 Let’s Keep Building!

GDC 2025 might be over, but the momentum is just getting started. If you missed us at the show or want to continue the conversation, we’re here for it. Let’s talk game infrastructure, decentralized live ops, or how we can partner to launch your next title.

👉 Learn more about Beamable

Until next time, GDC! Let’s build the future of games – together. 🎮🔥

Beamable Unreal SDK 1.1.0 Release: A New Era of Documentation and Developer Experience

We just hit an exciting milestone with the release of Beamable Unreal SDK 1.1.0, bringing not only new capabilities but also a major revamp of our documentation. This update is more than just a version bump – it represents a fundamental shift in how we support developers, streamline workflows, and provide comprehensive guidance for integrating Beamable into Unreal Engine projects.

What’s New in Unreal SDK 1.1.0?

Alongside this release, we’ve implemented a completely overhauled documentation system that lays the groundwork for even more improvements in the future. This update enhances discoverability, usability, and clarity for developers looking to leverage Beamable’s powerful features in their games.

Key Highlights:

  • New Documentation Theme – We’ve introduced an MkDocs-powered theme with light and dark mode support, providing a cleaner and more accessible reading experience.
  • Reworked Navigation – The documentation now features a sidebar navigation system instead of a top bar, making it easier to find relevant sections and explore content more intuitively.
  • “What’s New” Section – A dedicated space to highlight the most important changes in each version, including migration notes to help developers smoothly transition between updates.
  • Expanded and Refined Content – We’ve added new pages covering key Managed Services like Matchmaking and Lobbies, ensuring that all documentation is up to date and feature-complete.
  • Improved LiveOps Sample – The LiveOps sample UI and UX have been redesigned from the ground up, offering a more intuitive experience for developers experimenting with Beamable’s LiveOps capabilities.

Even More Developer Experience Improvements

Beyond documentation, Unreal SDK 1.1.0 includes meaningful updates on the feature side, specifically targeting in-editor usability and behind-the-scenes runtime performance:

  • Beamable Window UX Improvements & Bugfixes – We’ve refined the Beamable editor windows for a smoother, more intuitive experience, with cleaner layouts and reduced friction in daily workflows.
  • Content Window UX Improvements & Bugfixes – The Beamable Content Window also received usability upgrades that make managing and interacting with game content easier than ever.
  • Improved Runtime Connectivity Handling – Engineers will appreciate smarter handling of network connection states at runtime. These enhancements help your game behave more reliably across a range of connectivity conditions, whether during development or live gameplay. Read more in our technical docs (insert actual link).

Why This Matters for Developers

Clear, well-structured documentation paired with smart usability improvements is a game-changer for any SDK. With Unreal SDK 1.1.0, we’re making it easier than ever for developers to integrate Beamable into their Unreal projects—whether you’re just starting out or optimizing a complex, live game.

This new documentation workflow and expanded feature set will serve as the foundation for future improvements across all SDKs, ensuring consistent, high-quality resources and tools for the Beamable community.

Explore the New Docs

Check out the updated Unreal SDK documentation here and let us know what you think! We’re always looking for feedback to make our tools even better for developers.

🚀 Try it out, explore the new features, and build amazing experiences with Beamable!

POG Battle: The 90s Classic Enters the Web3 Era with Beamable

The iconic game of POGs is back – bigger, better, and fully on-chain. Beamable and POG have teamed up to launch POG Battle, a Web3-powered revival of the classic 90s sensation that lets players relive their childhood memories with a blockchain twist. And the best part? Players can claim a free limited-edition GDC Beamable POG to use in the game right now.

POG Battle: Where Nostalgia Meets Innovation

Revealed at GDC 2025, POG Battle is already making waves in the Web3 gaming space. Since its beta launch, the game has seen explosive growth, with over 250,000 games played and $1.2 billion worth of POGs used in battles. This isn’t just a retro comeback—it’s a glimpse into the future of digital gaming, powered by Beamable’s cutting-edge technology.

POGs first took the world by storm in the 90s, becoming a schoolyard obsession where players collected and battled with cardboard discs and slammers. Now, POG Battle brings the excitement to the blockchain, allowing players to own, trade, and compete with digital POGs like never before.

How Beamable Powers the POG Revolution

Beamable’s robust Web3 technology is the backbone of POG Battle, providing:

✅ Seamless, real-time gameplay – No lag, no interruptions, just classic POG battles reimagined for the digital era.
✅ True digital ownership – Players can collect and trade their digital POGs, ensuring they truly own their in-game assets.
✅ Frictionless Web3 integration – No complicated wallets or onboarding; just jump in and start playing.

POG Battle is also integrated into Beamable’s Quest platform, unlocking even more ways for players to engage, earn, and compete. By signing up, players can claim a free limited-edition GDC Beamable POG and use it immediately in-game. Plus, daily rewards inside the POG Hub keep the action going.

🔗 Claim your free GDC Beamable POG now: hub.pogdigital.com
🔗 Sign up on the POG Launchpad: launchpad.pogdigital.com

The Future of POG Battle: What’s Next?

To keep the POG economy sustainable, Beamable and POG are optimizing in-game mechanics, including a POG burn event to balance the economy ahead of the full arcade launch. But that’s just the beginning. Looking ahead, the roadmap includes:

🎟️ Seasonal tournaments – Competitive play with exclusive rewards.
🎮 Expanded in-game content – More collectibles, new mechanics, and fresh ways to play.
🔗 Deeper blockchain integrations – A continuously evolving Web3 experience.

Ready to… Battle!?

The nostalgia is real, and the future is here. POG Battle isn’t just a game—it’s a community, an economy, and a new way to play. Whether you were flipping POGs on the playground back in the day or discovering them for the first time, now is the time to join the revolution.

🚀 Jump into POG Battle today and claim your free GDC Beamable POG!

Welcome to the Beamable Hub: Your Community Gateway to the Future of DePIN Gaming

The Beamable Network is growing, and with it comes a new way to connect, learn, and build together! We’re thrilled to introduce Beamable Hub – our new gamified community hub designed to bring developers, node operators, and Web3 enthusiasts together to shape the future of decentralized game infrastructure.

Why We Built Beamable Hub

Decentralized Physical Infrastructure Networks (DePIN) are revolutionizing industries by replacing centralized services with community-driven, decentralized infrastructure. Beamable Network is leading this shift in gaming, and we recognize the importance of fostering a strong, engaged community that collaborates, innovates, and grows together.

But this isn’t just another forum or Discord server. Beamable Hub is built with gamification at its core, transforming passive participation into an interactive, rewarding experience.

Gamification Powers Engagement & Growth

We’re redefining what it means to be part of a community by integrating game-like mechanics that enhance engagement and cooperation:

🎯 Missions & Challenges – Complete tasks, quests, and challenges to earn points, badges, and digital rewards.

🏆 Leaderboards & Achievements – Track your progress, climb the ranks, and compete with fellow community members.

🔗 Referral & Growth Incentives – Invite friends, grow the network, and get rewarded for building the Beamable community.

🎟️ NFT & Digital Collectibles – Earn exclusive NFTs as rewards, event passes, or membership perks.

💬 Discussion Boards & Threads – Forums and social features help superfans interact beyond just passive content consumption.

🤝 Discord & Web Integrations – Seamlessly sync with Discord, Telegram, and social media to stay engaged.

📱 Mobile-Friendly Access – Stay active and connected on the go with a frictionless user experience.

🔔 Email & Notification Systems – Keep up with updates, reminders, and personalized content.

Why Gamified Communities are the Future

Traditional online communities often rely on organic discussions, but gamified communities incentivize engagement, foster deeper loyalty, and create interactive experiences rather than just passive participation.

By incorporating rewards, challenges, and leaderboards, Beamable Hub turns members into active contributors rather than just spectators. Web3 mechanisms like NFTs and tokens add a layer of ownership and exclusivity, making engagement more purposeful and rewarding. In an era of short attention spans, this approach boosts retention and strengthens community bonds.

Beamable’s DePIN Project is on the cutting edge of this movement, and Beamable Hub is your portal to the future of gamified, decentralized gaming.

Join the Beamable Hub Today!

The future of DePIN in gaming is community-driven, and we want you to be part of it. Earn rewards, engage in challenges, and help shape the next generation of decentralized gaming.

💡 Get started today at hub.beamable.network

Let’s build the future – together. 🚀

Beamable Goes All In at GDC 2025 – Meet Us There!

GDC 2025 is just around the corner, and Beamable is going all in! Next week, San Francisco will be buzzing with game developers, investors, and industry leaders, and we are bringing our full force to the event. Whether you are an indie developer, a AAA studio, or a Web3 pioneer, we have an action-packed lineup designed to help you build, scale, and monetize your next great game.

Where to Find Us at GDC 2025

We are not just attending GDC – we are everywhere next week! From exclusive networking events to hands-on discussions about the future of game development, here is where you can connect with Beamable throughout the week:

🚀 GDC Founders & Investors Brunch – Gaming Edition

📅 Monday, March 17 | 🕚 11:00 AM – 2:00 PM | 📍 Mellow Mercado, 330 Pine Street
An exclusive brunch bringing together game studio founders, investors, and industry leaders for a high-level discussion on the future of game development, funding, and technology.

📩 Sign up now: https://lu.ma/fractl_gdc

🎮 Solana Developer Summit

📅 Tuesday, March 18 | 🕘 9:00 AM – 6:00 PM
A full day of Solana-focused game development insights, technical sessions, and networking with the top minds in Web3 gaming.

🎤 Featured Beamable Session:
📅 Tuesday, March 18 | 🕝 2:20 PM (PST) | 📍 Moscone Center, Room 3022, West Hall

🗣 Speakers: Beamable CEO Jon Radoff & CTO Ali El Rhermoul

De-risking Live Ops with a Decentralized Backend: Join Jon and Ali as they discuss how decentralized infrastructure can help game developers future-proof their live ops while improving reliability, security, and cost-efficiency. This is a must-attend session for any developer looking to reduce backend risks while scaling operations.

More details here: https://schedule.gdconf.com/session/solana-developer-summit-de-risking-live-ops-with-a-decentralized-backend-presented-by-beamable/911823

🔥 Sui Gaming Summit

📅 Tuesday, March 18 | 🕙 10:00 AM – 5:00 PM | 📍
Beamable is joining Sui’s ecosystem partners to explore scalable gaming solutions and Web3-native monetization strategies. Beamable COO Trapper Markelz will be on hand to go hands on with Beamable. Make an appointment or stop by and say hello!

Register now: https://suigamingsummit.splashthat.com/

📩 Schedule a meeting with Trapper: https://calendly.com/tmarkelz/gdc-2025-trapper-markelz?month=2025-03

🐺 Alpha Night @ WolvesDEN

📅 Tuesday, March 18 | 🕕 6:00 PM – 9:00 PM | 📍 1537 Revere Ave, San Francisco
A high-impact networking night hosted by WolvesDAO and Gamified, bringing together top KOLs, ambassadors, and investors to discuss the future of decentralized games. Beamable will be there, you should, too. 

More info here: https://lu.ma/dlus1drb

🏡 Hathora Hub – Beamable’s GDC Home Base

📅 Tuesday, March 18 – Thursday, March 20 | 📍 767 Market Street
Beamable will have a dedicated presence all week at the Hathora Hub, a premium networking and co-working space designed for game developers.

💡 Beamable’s Trapper Markelz will be here, too! He’s accepting meeting appointments now – if you are interested in discussing game infrastructure, monetization, or partnership opportunities, this is your chance to connect directly with him.

📩 Schedule a meeting with Trapper: https://calendly.com/tmarkelz/gdc-2025-trapper-markelz?month=2025-03

Let’s Connect at GDC 2025!

At Beamable, we are focused on helping game developers navigate new frontiers in game development and monetization. Whether you are looking to integrate blockchain-based economies, explore scalable backend solutions, or tap into Web3-native monetization, our team is ready to show you how Beamable Network is powering the next generation of games.

🚀 Want to book a meeting with us at GDC? Reach out to us, and let’s make something amazing happen! 

See you next week at GDC 2025! 🎮🔥

Introducing Beamable Network: The Future of Decentralized Game Infrastructure

Web3 gaming is entering a new era, and Beamable is shaping its future. Today, we’re introducing the Beamable Network website and dashboard – a powerful hub for developers and contributors to engage with one of the most forward-thinking Decentralized Physical Infrastructure Networks (DePIN) in gaming.

What is Beamable Network?

Beamable Network is designed to power the next generation of decentralized games by providing a scalable, high-performance infrastructure. Our vision is to create a developer-friendly, cost-effective, and community-driven ecosystem that enables game studios to integrate Web3-native features seamlessly.

With Beamable Network, game developers can access distributed compute, decentralized storage, and high-speed transaction capabilities while maintaining the immersive, real-time experiences players expect.

A New Era of Game Infrastructure

The launch of Beamable.Network marks a significant milestone in our mission to redefine how game developers leverage blockchain technology. The website and dashboard provide developers and contributors with:

✅ Real-time Network Insights – Track the performance, capacity, and decentralization metrics of the Beamable Network.

✅ Developer Tools & Resources – Access guides, SDKs, and API documentation to start building on Beamable Network today.

✅ Node Operator Dashboard – A streamlined interface for those contributing compute and storage resources to the network, making it easier than ever to participate in the decentralized gaming economy.

✅ Seamless Integration Support – Step-by-step guidance to onboard your game, leverage Web3-native monetization models, and optimize your infrastructure costs.

Beamable Network as a Leading DePIN Project

Decentralized Physical Infrastructure Networks (DePIN) are transforming industries by replacing traditional, centralized services with distributed, user-driven ecosystems. Beamable Network has already established itself as a Top-10 DePIN project by revenue, reinforcing its position as a major force in decentralized gaming infrastructure.

🎮 Purpose-Built for Gaming – Unlike generic blockchain infrastructure, Beamable Network is optimized for the unique demands of multiplayer and real-time game experiences.

⚡ Scalable & Cost-Efficient – Our Solana-based network ensures high-speed, low-cost transactions, making Web3 features accessible for game developers at any scale.

🌍 Community-Powered Growth – By enabling anyone to contribute infrastructure resources, Beamable Network ensures that the ecosystem remains decentralized, resilient, and sustainable.

💰 Top-10 DePIN Project by Revenue – Beamable Network’s rapid adoption and robust economic model have propelled it into the upper echelon of DePIN projects, solidifying its leadership in the gaming space.

Join the Beamable Network Today!

The launch of our website and dashboard is just the beginning. We invite game developers, node operators, and Web3 enthusiasts to join us in shaping the future of decentralized gaming. Whether you’re looking to integrate Beamable Network into your game, contribute to the network’s growth, or explore new opportunities in DePIN, now is the perfect time to get involved.

🚀 Explore the new website and dashboard today at Beamable.Network!

Let’s build the future of gaming – together.

Beamable @ GDC 2025: Showcasing the Future of Live Game Development

The Game Developers Conference (GDC) 2025 is nearly here, and Beamable is all in! We’ll be on the ground all week, connecting with game developers, showcasing the latest innovations in live game services and backend technology, and helping studios build, scale, and monetize their games with ease.

Why GDC Matters

OK – we all know GDC is the epicenter of game development, bringing together thousands of industry professionals to discuss trends, share knowledge, and explore the tools shaping the future of gaming. For Beamable, this year is about empowering developers with scalable backend solutions – no server engineers are required. Whether launching a new game, expanding an existing one, or exploring Web3 integrations, our platform makes it easier than ever.

Beamable at GDC 2025

🔹 Meet the Team – We’re hosting meetings, drop-ins, and even some social time with brunch and happy hour throughout the week. Let’s discuss seamless backend integration, live operations, and monetization strategies.

🔹 Deep-dive Insights – Learn how Beamable’s microservices architecture simplifies backend development while supporting high-scale game operations.

🔹 Talks & Sessions – Jon Radoff and other Beamable experts will speak on key topics, from decentralized game economies to scalable infrastructure for live games. Stay tuned for details!

🔹 Networking & Events – From casual meetups to exclusive gatherings, we’re connecting with game makers who want to push boundaries.

Let’s Connect!

Are you heading to #GDC2025? We’d love to meet up! Schedule some time with us here: https://calendly.com/tmarkelz/gdc-2025-trapper-markelz

The future of game development is here—let’s build it together. 🚀🎮

Beamable at ETH Denver: Why Game Infrastructure Needs to Change

Live service games aren’t just the future – they’re the present. And yet, the infrastructure supporting them still looks a lot like the past: expensive, fragmented, and increasingly vulnerable to the shifting priorities of centralized providers.

At ETH Denver 2025, we saw firsthand how much this conversation is accelerating. Developers aren’t just curious about decentralized infrastructure anymore – they’re demanding it. They want to move faster, reduce risk, and build on systems that won’t disappear when a corporate strategy shifts. That’s precisely why we built Beamable.Network – and why it’s now one of the Top 10 DePIN projects by revenue (source: depin.ninja).

“Developers at ETH Denver saw Beamable.Network as a compelling solution to the challenges of live game infrastructure. The idea of an open-source, community-owned network resonated because it gives them control, aligns with their needs, and removes the risks of centralized platforms changing their business models or shutting down services. Beamable is here to accelerate game development, making it easier and more cost-effective to build and scale live service games.”

Jon Radoff, CEO of Beamable

Why Decentralization Matters for Game Development

For years, developers have embraced open-source software because it gives them flexibility and control. But why stop at software? Game infrastructure must be open, community-owned, and independent of single points of failure.

The problem isn’t just that centralized providers can be expensive or inefficient—they introduce existential risks to studios that rely on them. We’ve seen this play out repeatedly:

  • Amazon shut down GameSparks, affecting 2,000+ games
  • Unity’s pricing model shift caught developers off guard
  • Multiple gaming backend services have been acquired or discontinued, forcing costly migrations

This isn’t just inconvenient – it’s structural fragility baked into game development. When infrastructure is owned and controlled by the same companies that can shut it down, developers don’t actually own their tech stack.

That’s why the shift toward decentralized physical infrastructure (DePIN) is so compelling and why Beamable.Network is already one of the most successful DePIN projects in gaming infrastructure.

The Role of Beamable.Network in This Shift

ETH Denver made clear that decentralization isn’t just an ideological stance—it’s a practical solution to real problems. The developers we spoke with were excited about Beamable.Network not because it’s Web3 but because it solves challenges they face today, whether they’re building a traditional live game or a blockchain-powered one.

What changes when infrastructure is open and decentralized?

✅ Studios gain control – Instead of depending on a single provider’s roadmap, they build on a network designed to be permanent and adaptable.
✅ Risk is reduced – Compute power is distributed across multiple suppliers, preventing a single failure point from taking everything down.
✅ Costs go down – Studios bid for compute, creating a competitive, market-driven pricing model rather than being locked into static, corporate-controlled rates.
✅ Development accelerates – Instead of stitching together fragmented tools, developers get an interoperable, composable backend that just works.

And this isn’t just theoretical. Over 80 games already use Beamable, with another 60 in active development.

The shift from centralized infrastructure to open, community-driven networks is happening now because developers are realizing it’s not just a better philosophy but also a better business decision.

The DePIN Opportunity: Why This Isn’t Just About Gaming

ETH Denver wasn’t just about games. DePIN – the idea of decentralizing physical infrastructure – was a central theme across multiple industries. Cloud computing, storage, AI workloads, and beyond are all moving toward decentralized models.

In that context, Beamable.Network isn’t just about fixing game infrastructure. It’s part of a larger movement toward open, developer-aligned technology.

  • Datacenters compete for capacity, rather than infrastructure being monopolized by a handful of corporations.
  • Studios stake tokens to access reliable compute, creating a market-based alternative to rigid pricing models.
  • Billions of API calls per month prove that decentralized infrastructure isn’t just viable – it’s already working at scale.

We’re watching a fundamental shift in how digital infrastructure is built and sustained. And gaming, as an industry that thrives on constant iteration, is positioned to lead the way.

Beamable’s Solution: Open Software, Open Network

For years, open-source software has empowered developers by giving them control, flexibility, and the ability to build on shared innovation. Beamable extends that same philosophy to infrastructure, creating a community-owned network where game developers aren’t locked into a single provider’s business model or roadmap.

Instead of relying on closed, centralized platforms, Beamable.Network offers an open, decentralized alternative – where game studios can tap into scalable compute power, reduce costs, and future-proof their games against sudden shutdowns or policy changes.

Why Beamable?
✅ Lowers Costs – Games bid on compute from a network of suppliers, cutting costs by 50%+
✅ Eliminates Risky Dependencies – Multiple compute suppliers prevent reliance on a single provider
✅ Accelerates Development – Composable software allows teams to launch faster

Just as open-source software revolutionized development, open infrastructure is the next step – giving game studios more control over their tech stack while benefiting from a scalable, decentralized backend that evolves with the industry.

Built by Game Developers, for Game Developers

The Beamable team has deep experience in live service games, having built and shipped titles played by over 20 million players worldwide. Games such as Star Trek Timelines and Game of Thrones Ascent are just some of the projects the team has led – giving Beamable the expertise to create infrastructure that truly meets game developers’ needs.

Final Thoughts from ETH Denver

If ETH Denver showed us anything, game developers aren’t waiting around for better solutions – they’re looking for alternatives that give them more control, reduce risk, and let them build faster.

That’s precisely what we’re building with Beamable.Network – a Top 10 DePIN project that’s proving decentralized game infrastructure isn’t just the future, it’s already here.

🔗 Learn more: Beamable.network

Jon Radoff at SXSW: Metaverse 2025 – Revival and Reinvention

We’re thrilled to announce that Jon will be taking the stage at SXSW 2025! As part of the groundbreaking Game Industry track, his panel discussion, Metaverse 2025: Revival and Reinvention, promises to redefine the future of gaming and digital entertainment.

Unlocking the Future of Entertainment

SXSW has long been the place where innovation meets inspiration, and this year is no different. From March 9-11, 2025, the Game Industry track will showcase the explosive growth of gaming as the ultimate entertainment platform. Expect to see an incredible fusion of music, media, and immersive technology that’s transforming how we play, create, and consume content.

Why You Can’t Miss This Panel

On March 12, 2025, at 10:00 AM CT, join Jon at Hilton Austin Downtown, Salon K (Experiential AI) as he leads a forward-thinking conversation on the evolving metaverse. His panel will dive deep into:

  • AI and Decentralization: Discover how artificial intelligence and Web3 are driving innovation and economic efficiency within XR and gaming.
  • Immersive Experiences: Learn about the technologies reshaping game development and enhancing user experiences.
  • The Future of the Metaverse: Get a sneak peek into what the metaverse will look like in 2025, and how these transformative trends are setting the stage for a new era in digital entertainment.

This isn’t just another tech talk – it’s a comprehensive look at the building blocks that are rapidly bringing us closer to the metaverse of tomorrow.

Be Part of the Revolution

Jon’s insights and expertise make him a must-see speaker for anyone interested in the cutting-edge of gaming and immersive media. Whether you’re a developer, a gamer, or simply a tech enthusiast, this panel is designed to inspire and inform, offering a glimpse into a future where creativity and technology converge in unprecedented ways.

Ready to be part of this transformative experience?


Add to your calendar now and join us at SXSW for an unforgettable dive into the metaverse!

Beamable Expanding Web3 Gaming Capabilities with Mythos Chain Integration

Beamable Expands Web3 Gaming Capabilities with Mythos Chain Integration

Web3 gaming is evolving fast. Developers need scalable, decentralized infrastructure to power immersive, player-driven economies – without the technical friction that comes with blockchain integration.

That’s why we’re excited to announce native support for Mythos Chain within Beamable Network, giving developers an out-of-the-box solution for seamless Mythos token integration.

Unveiled at ETH Denver 2025, this initiative—backed by Scytale Digital, a key investor in Beamable and Mythical—brings the power of Polkadot-based scalability and interoperability to game developers building with Web3.

Why Mythos + Beamable?

As a Polkadot-based chain, Mythos provides the speed, security, and cross-chain compatibility to build next-gen Web3 games. By integrating native support for Mythos tokens, Beamable removes the complexity of blockchain implementation, enabling studios to launch and scale Web3-powered game economies effortlessly.

“Mythos running on Polkadot will unlock a highly scalable, interoperable ecosystem that gives game developers the flexibility and efficiency they need to build the next generation of Web3 games,” said Jon Radoff, CEO of Beamable. “By integrating native Mythos support into Beamable, we’re eliminating complexity and empowering studios to create seamless, player-driven economies that redefine engagement and ownership in gaming.”

Bringing Mythos to Game Developers

With the Beamable SDK for Mythos, developers gain access to:

  • Seamless Mythos token support – Enabling in-game transactions, asset ownership, and decentralized economies.
  • Plug-and-play blockchain integration – Designed for easy adoption across major game engines and Web3 infrastructures.
  • Scalable monetization and economy solutions – Empowering studios to build sustainable, player-driven economies with minimal friction.

Live Discussion with Beamable & Mythical Games CEOs

Want to dive deeper into the future of Web3 game development?

Join Jon Radoff (Beamable CEO) and John Linden (Mythical Games CEO) for a special edition of Jon’s “Web3 Game Development Livestream” at 9 AM ET on Wednesday, Feb. 26.

Topics will include:

✅ The vision behind Beamable’s Mythos SDK integration
✅ How Polkadot-based infrastructure benefits game developers
✅ The evolving role of Web3 gaming economies
✅ Strategies for onboarding traditional game developers into Web3
✅ Insights into the next wave of blockchain-powered game design

🎥 Watch the live stream and join the conversation on Beamable’s official channels!

The future of Web3 game infrastructure is here. With Mythos and Polkadot integration, Beamable is making decentralized gaming more accessible, scalable, and seamless than ever before.

💡 Ready to build? Learn more at beamable.network
🔔 Stay connected – follow us on X: @Beamable

Beamable Network Expands To Solana to Power the Future of Game Infrastructure

The gaming industry is undergoing a massive transformation. As developers push the boundaries of online experiences, traditional cloud infrastructure – expensive, centralized, and prone to bottlenecks – can no longer keep up.

That’s why we’re excited to announce Beamable Network is launching on Solana, bringing decentralized infrastructure to gaming at massive scale. With Solana’s high-performance blockchain, Beamable Network delivers a scalable, cost-efficient alternative to hyperscaler cloud providers, giving developers the freedom to build the next generation of games – without the limitations of big tech’s walled gardens.

Why Beamable Network + Solana?

When we set out to build Beamable Network, we knew we needed a blockchain that could handle millions of users and billions of API calls – without the slow speeds and high costs of traditional infrastructure. Solana stood out as the clear choice.

Unmatched Speed & Scalability

Solana’s proof-of-history (PoH) consensus delivers sub-second transaction finality, ensuring real-time backend operations for modern games. No more lag. No more bottlenecks. Just seamless, decentralized performance at scale.

Radical Cost Efficiency

Compared to traditional cloud providers, where costs scale aggressively as games grow, Solana’s transaction fees average fractions of a cent – allowing developers to build and scale affordably.

Proven Track Record in DePIN

From Helium (decentralized wireless infrastructure) to Render (GPU rendering), the biggest Decentralized Physical Infrastructure Network (DePIN) projects have chosen Solana for a reason: it works. Now, Beamable Network joins that ecosystem, bringing decentralized compute, storage, and networking infrastructure to the gaming industry.

Breaking Free from Centralized Cloud Providers

For too long, game developers have been locked into costly, centralized cloud services like AWS, Google Cloud, and Azure – providers that control pricing, limit flexibility, and create single points of failure.

Beamable Network changes that. By decentralizing backend services, developers gain access to an infrastructure that is scalable, resilient, and free from vendor lock-in. With tokenized incentives, infrastructure contributors also benefit, ensuring a sustainable, community-driven approach to game infrastructure.

A New Era for Game Development

The future of game infrastructure is decentralized. With Beamable Network on Solana, developers now have the tools to build high-performance, scalable games without compromising on cost or control.

Learn more about our Solana integration here

Ready to explore the next generation of game infrastructure? Learn more at beamable.network

Stay updated – follow us on X: @Beamable

Beamable at ETHDenver 2025: Join Us for a Week of Web3 Gaming Innovation

Beamable is excited to announce that our CEO, Jon Radoff, VP of Product, Gunjan Sharman, and Business Development Representative, Max Kaufman, will be attending ETHDenver 2025 from February 24 to March 1! This premier blockchain event is where the Web3 industry’s top leaders, developers, and innovators come together to shape the future of decentralized technologies.

ETHDenver presents an unparalleled opportunity for Beamable to engage with game developers, studios, blockchain partners, key opinion leaders (KOLs), and more. Our team will be on-site to discuss the upcoming Beamable Network launch, token generation event (TGE), node sale, and cutting-edge tools designed to empower game monetization in the decentralized economy.

Jon Radoff Speaking at DePIN Day

Beamable is excited to participate in DePIN Day, a key event at ETH Denver focused on decentralized physical infrastructure networks. Our CEO, Jon Radoff, will be speaking at 2 pm MT about Beamable.Network and how decentralized game infrastructure is transforming the gaming industry, enabling developers to create more scalable, resilient, and player-driven experiences.

📅 Sign up here to attend!

Why Connect with Beamable?

At Beamable, we are redefining how games monetize and interact with blockchain technology. Our network launch, TGE, and node sale are key milestones that will bring new opportunities for game developers to build sustainable, decentralized economies within their games. Whether you are a game studio, blockchain partner, investor, or Web3 enthusiast, we want to hear from you!

Connect with Beamable at ETH Denver

Through our partnership with MomentumX Global, a trusted Web3 business development and go-to-market firm, we are thrilled to be part of ETHDenver’s vibrant ecosystem.

📩 Want to schedule a meeting? DM TG @maxkaufman32 or email max@momenttumx.global to get on the calendar!

We look forward to seeing you at ETHDenver 2025! Let’s build the future of Web3 gaming together. 🚀

Beamable Sui Second Grant

Beamable Expands Web3 Gaming with Sui Foundation Grant

🚀 Big news for game developers! Beamable has received a grant from the Sui Foundation to enhance blockchain integration, making Web3 gaming more accessible, scalable, and powerful than ever before.

What This Means for Game Developers

Beamable’s partnership with Sui will supercharge its existing Unity and Unreal Engine integrations, bringing:

✅ Stashed Wallets – A seamless Web3 wallet with Web2 login convenience
✅ zkLogin via Enoki – Use Google or Twitch to create a Sui wallet
✅ Sponsored Transactions – Remove friction by allowing sponsored blockchain transactions
✅ Advanced NFT Support – Mint, burn, and dynamically update NFTs with storage rebates
✅ Closed Loop Tokens – Game-specific tokens for regulated digital asset use
✅ Sui Kiosk – A decentralized marketplace for in-game assets

With these tools, developers can focus on crafting incredible gaming experiences while effortlessly integrating blockchain features.

Warped Games Leads the Way

🎮 One of the first studios to embrace these enhancements is Warped Games, the team behind Warped Universe. Their upcoming Unreal Engine game leverages Beamable’s new Web3 capabilities, proving just how powerful this integration will be.

“Beamable and Sui make our lives easier as game devs so we can focus on delivering what matters most to players.”
– Scott Brown, President of Warped Games

Get Involved Now

Want to integrate Sui-powered blockchain features into your game? Start today:

🔗 Learn more here

📢 Stay updated—follow us on X: @Beamable

This is just the beginning of a new era for Web3 gaming. Join us as we build the future of decentralized gaming experiences! 🎮🔥

Ali @ DICE 2025

Beamable’s CTO, Ali El Rhermoul, Attending D.I.C.E. 2025 to Connect with Game Makers

We’re excited to share that Ali El Rhermoul, CTO of Beamable, will attend the D.I.C.E. 2025 Summit in Las Vegas this February from the 11th to the 13th!

D.I.C.E. is where the gaming industry’s top leaders, innovators, and visionaries gather to explore the future of interactive entertainment.

Ali will be on-site to meet with game developers, studios, and partners, discussing how Beamable helps creators build, scale, and monetize their live games with ease.

Whether you’re launching a new project or looking to optimize your live operations, this is an excellent opportunity to connect and explore how Beamable can support your success.

Book a Meeting

If you’ll be at D.I.C.E. 2025 and want to chat about your game, schedule a meeting with Ali to discuss how Beamable can help you build and grow your live game.

👉 Book a meeting here

We look forward to seeing you in Vegas!

Beamable Secures $13.5M Series A Funding Led by BITKRAFT to Advance Decentralized Gaming Infrastructure

We’re thrilled to announce that Beamable has raised $13.5 million in a Series A funding round led by BITKRAFT Ventures to further develop and scale the Beamable Network, a Decentralized Physical Infrastructure Network (DePIN) for gaming. This investment will help us redefine how backend infrastructure for games is built, shifting from centralized hyperscalers to a decentralized, community-driven model.

A New Era for Gaming Infrastructure

The Beamable Network is set to be one of the top 10 DePIN projects globally at launch, thanks to the demand from games already leveraging Beamable’s technology. By decentralizing computing power, storage, and network bandwidth, the network offers developers greater scalability, cost efficiency, and resilience.

As part of this shift, the newly established Beamable Foundation will oversee open-source development and the creation of a tokenized protocol, ensuring that developers have a robust alternative to traditional cloud providers.

Investor Support & Industry Impact

Alongside BITKRAFT Ventures, the funding round included investments from Arca, Advancit Capital, 2Punks, P2 Ventures, Solana Foundation, Scytale Digital, defy.vc, GrandBanks Capital, and Permit Ventures.

Carlos Pereira, General Partner at BITKRAFT Ventures, emphasized the significance of this move:

“We believe Beamable is uniquely positioned to set a new standard for decentralized infrastructure in gaming. Its proven technology and built-in demand, combined with the disruptive potential of DePIN, represents an unparalleled opportunity for game developers across Web2 and Web3.”

What’s Next?

Beamable’s transition to a decentralized model is not just an evolution—it’s a game-changer for developers looking to build scalable, cost-effective, and resilient online experiences. This funding ensures we can continue empowering game creators with cutting-edge infrastructure solutions that break free from traditional limitations.

To learn more about the Beamable Network and our vision for the future of decentralized gaming, visit beamable.network.


Summary of Coverage

VentureBeat (exclusive)
https://venturebeat.com/games/beamable-raises-13-5m-for-decentralized-open-source-backend-infrastructure-for-games/

Axios Pro Rata
https://www.axios.com/newsletters/axios-pro-rata-789f88d5-a109-4e81-95fd-9e5cfef70c70.html

WSJ VC Pro
https://createsend.com/t/d-6635C87B0085F4262540EF23F30FEDED

StrictlyVC
https://preview.mailerlite.com/m8h2h3z8y2/2673979513712417140/y3p9/

FinSMES
https://www.finsmes.com/2025/02/beamable-raises-13-5m-in-series-a-funding.html

city biz
https://www.citybiz.co/article/658139/beamable-raises-13-5m-series-a/

CoinGape
https://coingape.com/brandtalk/pulse/beamable-raises-13-5-mn-in-series-a-funding-how-depin-projects-will-transform-live-gaming-experience/

Blockchain Gamer
https://www.blockchaingamer.biz/features/14400/updated-blockchain-game-investment-funding-list/

The Block
https://www.theblock.co/post/338807/beamable-raises-13-5m-in-series-a-led-by-bitkraft-to-advance-decentralized-gaming-infrastructure

NFTgators
https://www.nftgators.com/depin-project-beamable-secures-13-5m-series-a-round-led-by-bitkraft/

Live Bitcoin News
https://www.livebitcoinnews.com/bitkraft-leads-13-5m-series-a-in-beamable-to-boost-decentralized-gaming/

###

Beamable Foundation Launches to Revolutionize Game Infrastructure with Community-Owned Solutions

Beamable has announced the launch of the Beamable Foundation, an independent organization focused on transforming the gaming industry through open-source technology and a Decentralized Physical Infrastructure Network (DePIN).



By open-sourcing Beamable’s proven backend technology and leveraging blockchain, the Foundation aims to create a scalable, secure, and community-owned infrastructure for game development. “Open-source software is frequently higher quality, more secure, and better supported than closed-source alternatives,” said Jon Radoff, CEO of Beamable, underscoring the mission to advance innovation through collaboration.

The Beamable Network’s DePIN is a groundbreaking infrastructure model, enabling participants to contribute computing power, storage, and network resources in exchange for token-based rewards. Unlike other DePIN projects, Beamable starts with a thriving ecosystem, boasting millions of users and billions of API calls already utilizing its backend. Designed for both blockchain-based “Web3” games and traditional “Web2” games, the network bridges accessibility and innovation, making it a versatile solution for an industry projected to generate $200 billion in revenue by 2025.

With a focus on community ownership, enterprise-grade reliability, and interoperability, the Beamable Foundation aims to deliver a next-generation virtual hyperscaler for games. Its open-source ecosystem will streamline game development and encourage global collaboration, ensuring developers can innovate while leveraging robust backend services. To learn more or get involved as a developer, contributor, or investor, visit beamable.network.

Build a Thriving Game Studio with Insights from the Multiplayer Game Report

Crafting a great game is a monumental challenge, but building a thriving game studio? That’s an entirely different game. For developers looking to scale their operations, deliver better player experiences, and streamline their workflows, the Multiplayer Game Report offers indispensable advice.

Beamable’s extensive expertise in backend systems, live game operations, and studio efficiency makes their contributions to this report a must-read for any developer ready to level up.


Beamable’s Contribution to the Multiplayer Game Report

Beamable understands the unique challenges game developers face. From managing in-game economies and backend infrastructure to crafting engaging player experiences, they’ve been at the forefront of helping studios overcome these hurdles. Trapper Markelz, Beamable’s Co-Founder and COO, shares valuable insights throughout the report, including:

  • Why backend systems are the foundation of modern game development
  • How to scale your game with ease
  • Why speed to market is critical for success

What’s Inside the Multiplayer Game Report?

This report features Beamable’s expertise alongside other industry leaders like Gameye, BespokeCI, Solsta, and BugSplat. Together, they provide a comprehensive roadmap for creating games and running a successful studio.

  1. Best Practices for Scaling Your Studio
    Explore actionable advice for setting up efficient systems, managing teams, and optimizing workflows, all shared by experts who’ve been in your shoes.
  2. Streamlined Backend Solutions
    Beamable highlights how to manage in-game economies, authentication, social features, and LiveOps with ease using their comprehensive SDK.
  3. Real-World Case Studies and Insights
    Learn from real-world examples, including how successful studios have used Beamable’s tools to enhance player experiences and grow their businesses.
  4. Key Data for Smarter Decision-Making
    Discover how to track and utilize data to improve every aspect of your game, from matchmaking and leaderboards to crash reporting and player retention.

Who Should Read This Report?

This report is designed for game developers, indie studios, and team leaders who:

  • …want to scale their studio with confidence.
  • …are ready to optimize backend systems and live game operations.
  • …need practical advice and tools to launch games faster and more effectively.

Get the Multiplayer Game Report Today

Don’t miss your chance to learn from industry leaders and transform your studio into a powerhouse.

Download the Multiplayer Game Report now and unlock the tools and insights to build better games!

Beamable 2024 Year-End Summary: A Year of Milestones, Innovation, and Transformation

As we wrap up 2024, Beamable reflects on an incredible year filled with innovation, growth, and stronger connections with our developer community. This year, we achieved remarkable milestones, introduced transformative updates, and continued to enhance our platform to empower game developers worldwide. Here’s a comprehensive look back at everything we accomplished together.


🚀 Beamable Mercury Release: A Game-Changer

The year’s highlight was the release of Beamable Mercury, our most significant update yet. This groundbreaking release introduced:

  • Unity SDK 2.0: A complete redesign of our Unity SDK, delivering better workflows, enhanced integration, and unmatched performance.
  • CLI 3.0: Redesigned for flexibility, offering streamlined Microservices deployment and management.
  • Standalone Microservices (SAMS): Every C# Microservice is now a standalone project, simplifying organization, testing, and scaling.

Mercury represents a leap forward, empowering developers to build, test, and deploy faster while maintaining the flexibility needed to innovate.


🛠️ Product Innovations Throughout the Year

This year saw continuous improvements across our platform, enhancing usability, performance, and reliability:

  1. Beamable 1.19.10 – 1.19.21:
    • SDK Enhancements: Improved runtime performance, better content caching, and token analytics to monitor and optimize user experiences.
    • CLI Updates: Bulk content editing, enhanced error handling, and support for complex Unreal Engine integrations.
    • Live Ops Portal Enhancements: Faster analytics queries, improved leaderboard management, and enhanced usability features.
  2. New Marketplace Integrations:
    • Blockchain & Decentralization: Support for SUI Blockchain, Theta Network, and Venly, enabling seamless decentralized features.
    • Matchmaking & Hosting: Partnerships with Edgegap and Hathora brought advanced matchmaking and decentralized hosting to developers.
  3. Reliability & Stability:
    • Introduced a new Status Page for real-time updates on platform performance.
    • Enhanced Microservices resilience, reducing latency and improving thread safety.

🎮 Community Engagement

Beamable engaged with the global gaming community at major events, showcasing our platform and strengthening relationships:

  • Gamescom 2024: Connected with so many developers at one of the world’s largest gaming events.
  • GameFi Unleashed & Token 2049: Bridged the gap between blockchain and gaming innovation.
  • GDC 2024: Announced key updates and partnerships, emphasizing our commitment to empowering game developers.

Our CEO, Jon Radoff, played a central role in these engagements, delivering insights at events like the Korean Blockchain Week and the Play Beyond Summit.


📈 Looking Ahead

2024 was a transformative year for Beamable, marked by groundbreaking releases, global engagement, and a renewed commitment to empowering game developers. As we enter 2025, we are excited to build on this momentum, providing innovative tools and unparalleled support to help you create unforgettable gaming experiences.

Thank you for being part of our journey. Here’s to an even more exciting 2025!

Happy New Year from all of us at Beamable! 🎉

Beamable Mercury: Our Latest Release

Beamable is the open platform for game server technology, and we are thrilled to be entering our latest release phase, Beamable Mercury, which includes our Unity 2.0 SDK, our CLI 3.0, and our first official Unreal Engine 1.0 release! All of these products are about equipping game developers with best-in-class tools to develop, deploy, and manage microservices and databases. For a complete overview of the Mercury release, check out this video:

Beamable Mercury Overview Video available on Youtube

Beamable Microservices

Beamable has long offered Microservices as an integrated part of our Unity SDK, and now we are extending them to work wherever our developers work, inside Unity or Unreal, or simply in a code-first environment. 

Microservices are built as dotnet 8 applications. They are integrated seamlessly into our Unity and Unreal SDKs and can be managed directly by the CLI. In Unity, Microservices are no longer part of the Unity compilation pipeline, which means Unity developers have access to full msbuild and nuget capabilities inside their Microservices. The Microservices offer a slimmed-down Dockerfile so developers can customize their deployed containers. Publishing Microservices is safer and faster than before, enabling developers to create and deploy Microservices in minutes. 

When you write a Beamable Microservice, our tooling will automatically generate code-code in Unity or Unreal, so you don’t have to spend time writing boilerplate. We handle request routing, auto-scaling, and security- so you can focus on building your game. 

Unity SDK Updates

The Beamable Unity 2.0 SDK is available today. The new SDK is powered by our CLI running behind the scenes. The Beamable SDK will automatically adapt your Unity project into a Beamable CLI-compatible project, meaning Unity developers inherit all the advantages of using the CLI and maintain integrated workflows within the Unity Editor. 

To take full advantage of the CLI, the 2.0 SDK will migrate your old 1.0-era Microservices into CLI-compatible Microservices. These CLI-compatible services are called Standalone services because they do not rely on Unity’s compilation pipeline. Instead, standalone services are compiled with dotnet 8, which unlocks a variety of powerful features for developers to utilize. 

You can run your services directly from an IDE. Debugging your services has never been easier. You can place a breakpoint in your Microservice code and use your IDE of choice to start debugging the application or attach it to a running process. Debugging in the 1.0 era of the SDK was complicated and involved complex and brittle configurations. None of that is necessary anymore, and debugging is as easy as starting the application. 

Your services have full access to Nuget and MsBuild. Nuget is dotnet’s standard package management tooling and there are a wide variety of packages available to add your Microservices, such as Newtonsoft. MsBuild is the tooling used to build dotnet 8 applications, and you can extend your csproj file to include custom files, manage complex builds, or run post-build scripts. The Program.cs file is also customizable. 

When Microservices are published to the Beamable Cloud, they are dockerized images. We have exposed a slim Dockerfile you can use to configure your build images. The build and upload process of the images has been dramatically optimized, and you should notice much faster Microservice publications. 

While all of these new features are available outside of Unity, we have maintained a strong Unity Editor workflow integration. We have rebuilt the Microservice Manager window to integrate the capabilities of the new standalone services. We have renamed the window to Beam Services, and it allows you to create, run, stop, view logs, manage, delete, and publish Microservices and Microstorage objects. 

Your old Microservices will be migrated to the new Microservice format the first time you open the Beam Services window. We strongly recommend you back up your project before starting the migration. The migration will handle the vast majority of existing Microservices, including those with .dll references, Assembly Definition references, Storage Object references, and custom code. Please see our documentation for more information on how the migration flow works, as well as a few limitations of the migration flow that will require manual intervention. 

We have removed the Beamable Toolbox window and the prefabs that existed inside it, such as Account Management. The skinning and theming controls have also been removed. If you already use these prefabs, they still exist within the package, so you can still use them. However, they are obsolete and will not receive patches in the future. 

Instead of the Toolbox, we are introducing LightBeams, which are Unity Package Manager Samples available from either the Package Manage or the new Beam Library window. LightBeams are meant to be lightweight samples that teach you how to use the Beamable SDK. They are not meant to be drag-and-drop shippable. The only exception is our Admin Console prefab, which is available in the Beam Library. Our goal is to develop each LightBeam as a simple example of how to use our SDK instead of building complex, fully featured game examples that may obscure the actual SDK usage. These LightBeams are also developed internally by Beamable Developers in the same repository and Unity project as the SDK itself, which means they will stay updated with the latest Beamable features and code. 

The Toolbox used to have buttons that allowed you to log in or out, change your realm, open the portal, and navigate to the other main areas of the Beamable Editor SDK. All of those functions now exist in the Beamable Button, which is located at the top of the Unity Editor. In 1.19.23, the button showed the currently installed SDK version number, but now it shows the currently selected Realm. If you need to find the version number, check your manifest.json file or go to the account page. 

Unreal SDK Updates

Unreal’s first official release was developed alongside early adopters and focuses on Beamable’s Core Features:

  • Microservices and Federations
  • Content
  • Stats and Inventories
  • Lobbies and Matchmaking and Dedicated Server Build support.

We have been in preview for a while now, but with the release of 1.0.0, we’ve taken all the feedback from our partners and developed SDK workflow improvements all around. 

In particular, we have a brand new Editor Content Window and Subsystem that is much more VCS-friendly while retaining the Unreal-native look and feel.

We also have a brand new Microservice Window that allows you to Run/Stop microservices locally through the editor, see the logs the service is emitting, configure Federations, and even enable a brand new collaborative workflow made possible by Beamable’s Microservice approach to cloud code. This also automatically detects it when running the service through the IDE, courtesy of our CLI-backing.

We understand that a lot of Unreal developers work on Dedicated Server games. As such, a lot of you will want to use our Federated Game Server capabilities to integrate Beamable’s microservices with your choice of Game Server Orchestrator (we hear Hathora is a good one). It used to be the case that our Beamable servers could not route requests to federations in your locally running services. This meant that for every code change you made in the federation logic, you had to publish the microservice to a realm to be able to test it. This was a problem because publishing would affect the entire realm, AND it took a lot of time.

We are happy to announce that such problems are no longer relevant. Not only are Microservice deployment speeds significantly faster now (down to 30s~1m from 5m~10m, in a lot of cases), but you can also change your service’s code, set up a content-based filter via the Editor or CLI, and then run your service. Any match made from the selected content types will be forwarded to your local microservice instead. This is a massive iteration time improvement and should make working on a dedicated server game much easier.

That is not all, though. Earlier, we mentioned a new collaborative workflow. Well, this is it: any developer can now share their locally running service with another developer in the same realm! This means that debugging collaboratively with teammates can happen much more organically. For example, if a designer runs into a bug with the deployed microservice. An engineer can hop on a call with them, run that microservice in their machine, have the designer point their PIE mode towards their local service, and then reproduce the issue while you have logs and a breakpoint added to your code. 

Working this way can help engineers quickly unblock designers being hampered by critical bugs and make team communication much more fluid and efficient. I’m sure you can imagine other interesting applications for this collaborative workflow, too.

To round out this release, all of the above is joined by many fixes around Lobbies, Matchmaking, Stats, Inventory subsystems, and the early stages of MicroStorages in-editor support.

That’s all we have for Unreal, folks! Read along for more information on the CLI, as the CLI plays a significant role in Unreal development with Beamable.

CLI

The Beamable CLI 3.0 empowers both our engine integration SDKs. The major change from CLI 2.0 to 3.0 is how the CLI is installed in your project. Previously, the CLI was installed as a global dotnet tool. This meant that if you had multiple projects using different versions of Beamable, you had to switch your global installation version each time you switched between projects. To solve this limitation, in 3.0, the CLI is installed as a local dotnet tool. This means that the project knows its current CLI version number, and when you run the dotnet beam version, you will be using the CLI version for the current project. The version number is stored in the .config/dotnet-tools.json file in your project root directory. This is a standard practice of dotnet tools. Microservices and Storage .csproj files will automatically reference this version of Beamable as well, which means when you need to change your version of Beamable, you can use the beam version install command once, and it will upgrade your CLI as well as your SDK. 

Experience Mercury Now!

Beamable’s Mercury release delivers a powerful evolution of our game development tools. With the enhanced Unity 2.0 SDK, first official Unreal SDK release, and a revamped CLI 3.0, developers can build faster, debug effortlessly, and collaborate seamlessly across diverse environments.

The Unity SDK introduces streamlined microservices management and robust integration with modern dotnet tooling, while the Unreal SDK provides advanced support for dedicated servers, federations, and collaborative workflows. Our CLI 3.0 further simplifies version management and project-specific tooling, ensuring a smooth and efficient development experience.

To explore these updates and more, sign up or log in to your portal now, grab the latest SDK versions, and build on Beamable today.

Building Games, Not Infrastructure: A Developer’s Guide to Beamable.

The Problem We’re Solving

If you’re building a live service game, you are likely aware of the degree of complexity, as you have spent months architecting backend systems, dealing with multiple codebases, and hoping your infrastructure choices won’t come back to haunt you.

You’re not aloneresearch shows that 95% of game studios are running or planning to launch live service games. With this in mind, we at Beamable provide a comprehensive suite of tools that allows YOU, the developers, to focus on what matters most: gameplay.

2023 game Development Report (Source: Griffin)

Code Where You Already Work

Firstly, we’ve eliminated the context-switching problem. Instead of jumping between different IDEs and environments, you can write your server-side logic directly in Unity or Unreal. Here’s what this means for your workflow:

  • Write both client and server code in C#
  • Debug your entire stack from one place
  • Deploy with a single click
  • Test and iterate rapidly

Our founder, John, put it best: “The best features can usually be prototyped in days if not hours.” We’ve seen this in action with partners like Mythical Games and Wildcard Alliance, who’ve dramatically accelerated their development cycles.

Infrastructure That Grows With You

Backend dependencies can make or break a live service game. When Amazon discontinued GameSparks in 2022, over 2,000 games were left stranded, and they suddenly needed to rebuild their backend. 

We’re making sure that never happens to our partners. Our decentralized infrastructure handles over 10B API calls monthly, but more importantly, you’re not relying on a centralized provider. You get the reliability of enterprise infrastructure with the much-needed element of independence.

The Tools You Actually Need

We’ve built what we wished we had when running live ops for major titles. Our suite of tools include:

  • Live Operations – Deploy new content, run sophisticated A/B tests, and manage your entire economy in real time, all without requiring engineering resources or client updates. Perfect for quick iterations and responding to player behavior.
  • Development Tools – We’ve unified the traditionally fragmented game development pipeline. Debug your entire stack in one environment, deploy with a single click, and maintain direct communication with players. This isn’t just about convenience; it’s about eliminating the costly context-switching and communication gaps that remain an issue in traditional game development.
  • Performance Management – Our system automatically handles player load spikes, distributes content through edge nodes for optimal latency, and provides real-time monitoring of every aspect of your game’s performance. Think of it as having an entire DevOps team built into your infrastructure.

Our DePin Component

Game infrastructure has also traditionally meant choosing between costly private servers or centralized providers. DePIN solves this by creating a cost-effective network where infrastructure is shared and validated across multiple operators. Our DePIN architecture gives you three key components:

  • Container Nodes – These nodes execute your custom game logic and C# microservices with enterprise-grade reliability. They’re designed to handle everything from basic inventory systems to complex game-specific modules, scaling automatically with your player base, all while keeping your code exactly where you wrote it.
  • Router Nodes – These direct player connections to the optimal servers, continuously optimize for latency, and ensure smooth gameplay regardless of player location. When milliseconds matter for player experience, Router Nodes make sure every interaction happens at peak efficiency.
  • Validator Nodes – These nodes continuously monitor the network’s health, verify workload execution, and maintain reliability across the entire system. If any part of the infrastructure isn’t performing to standard, Validators ensure your game automatically adjusts, keeping your players’ experience consistent and secure.

Cost Savings & Developer Impact.

The average studio spends $22M building backend infrastructure. Beamable is changing that equation, with our partners typically seeing an elimination of separate backend teams and pay-as-you-scale pricing.

$22M backend expenditure breakdown (Source: Metaplay)

Here’s what you can expect:

  • Before Beamable:
    • Multiple codebases
    • Separate backend team
    • Months of infrastructure setup
    • High operational costs
  • With Beamable:
    • Single codebase
    • Unified development team
    • Same-day deployment
    • Pay-for-what-you-use pricing

Getting Started

We know you want to focus on making your game unique, not rebuilding the same infrastructure everyone else is building. It’s like having to build your own roads and bridges before you can start a delivery service – timely and a waste of valuable resources.

Our SDK integrates directly with Unity and Unreal. No separate backends to manage, no complex deployments to coordinate, just tools that work where you already work.

The Bottom Line

“Code in the fewest languages possible, ideally just one,” is one of our first principles at Beamable. Everything in our platform is designed to let developers focus on what matters – building a great game. We handle the complexity of infrastructure so you can focus on making your game stand out from the crowd.

For more information, please download our technical whitepaper.

Happy developing!

Beamable’s New Versioning System: Clarity and Flexibility for Our Developers

At Beamable, we’re committed to making the development experience as smooth as possible, and that starts with how we manage our software versions. In our latest update, we’re making some important changes to our versioning system. Here’s a breakdown of what you need to know:

Semantic Versioning: A Commitment to Clarity

We’re embracing semantic versioning as our guiding principle. This means that you can expect no breaking changes in minor or patch releases. By sticking to this structure, we ensure that any changes we make won’t disrupt your project unless explicitly marked as a major update.

However, this might result in more frequent major versions than what you’re used to. While major releases often sound daunting, they signal that we’re introducing significant improvements or structural changes, like new technologies or features.

What Each Release Means

To help you navigate updates with confidence, here’s a simple breakdown of the types of releases you’ll see from Beamable:

  • Patch Releases: These are small, targeted bug fixes. Think of them as quick, isolated fixes for very specific issues—like squashing a null reference bug in a particular function. Patches are designed to be safe and straightforward to apply.
  • Minor Releases: A bit more substantial, minor releases could include groups of bug fixes, feature enhancements, or even new features. These updates are often low-risk, focusing on improving your development experience without overhauling systems.
  • Major Releases: These signify larger changes, often including breaking changes that impact how systems are designed or function. For example, when we expand a feature set—like introducing new technology into Unity (such as the Unity Stand Alone Micro Services feature)—you’ll see a major release. These are opportunities to unlock powerful new capabilities, but they may require changes on your end.

Named / Flagship Releases!

In addition to the standard version numbers, we use named releases (now referred to as flagship releases) to signify particularly important milestones. These labels act as “tags” on a version, highlighting major moments in Beamable’s development. For instance, you might see a release labeled “Beamable Mercury,” but that doesn’t necessarily correspond to a major version. It’s just a tag to signify a significant update.

Managing Updates in Your Workflow

While we’re working hard to make updating as smooth as possible, we understand that integrating updates into live or in-development projects can be tricky. Here’s how you can manage Beamable updates across different stages:

  • In-Development Projects: Feel free to incorporate new minor and patch releases regularly to benefit from the latest bug fixes and features. If a major release arrives, take the time to assess whether the changes will impact your project before upgrading. When you do, try and keep in mind that major upgrades after release are inherently harder to do than before release.
  • Live Ops Projects: For live projects, be cautious with updates, especially major releases. We recommend creating a separate test environment to validate any updates before rolling them out to your live environment. We recommend scheduling dedicated time to upgrade whenever you can afford and will get something out of the latest release. Delaying updates too much might force you to do it at inconvenient times and can have an impact in the time bug-fixes become available due to backporting constraints.
  • Maintenance Mode Projects: If your project is in maintenance mode and only receiving minor bug fixes, be conservative with updates. Stick to patch releases to ensure stability, and only consider larger updates if absolutely necessary.

A Final Word

While we’ve set up this versioning system with careful planning, we also understand that software can be unpredictable. Even with the best intentions, bug fixes might occasionally introduce behavioral changes. As a best practice, always treat updates with a degree of caution and thoroughly test new releases within your workflow.

We’re excited about these changes and believe they’ll help keep Beamable both reliable and flexible as we continue to evolve our platform.

Let us know what you think, and feel free to reach out if you have any suggestions on how we can make this process even smoother for your team!

Happy developing!

Jon Radoff Interviewed at GameFi Unleased

At the GameFi Unleashed event during Token 2049, Jon Radoff, CEO of Beamable, discussed how Beamable is revolutionizing backend development for both web2 and web3 games. He highlighted how Beamable simplifies the technical complexities for game developers, allowing them to focus on gameplay instead of backend infrastructure like social systems, matchmaking, and blockchain integration. You can watch that interview at Youtube or right here!

Below are key points from Jon’s insights:

  • Beamable’s Role: Beamable is a gaming backend technology provider, streamlining backend development for both web2 and web3 games. Developers can focus on gameplay rather than backend logistics like matchmaking and social systems.
  • Web2 and Web3 Integration: The platform supports both web2 and web3 games, emphasizing that many essential game features (multiplayer, chat, etc.) overlap between the two ecosystems.
  • Chain Abstraction: Beamable simplifies blockchain integration, allowing developers to build games without worrying about specific blockchain technology until later. Switching between blockchains is easy, removing technical hurdles for web2 developers transitioning to web3.
  • Challenges for Developers: Many web3 developers struggle to balance blockchain tech and good game design. Beamable automates blockchain functionality, helping teams focus on building engaging games rather than managing blockchain specifics.
  • Deepin Project: Beamable is launching a new backend solution aggregating various service providers to ensure flexibility and scalability, preventing reliance on a single provider like Amazon. This will protect developers from issues like when Amazon discontinued its GameSparks service, affecting thousands of games.
  • Vision for the Future: Beamable’s platform aims to make game development more accessible, scalable, and adaptable, especially for web3 gaming, by offering integrated backend services that work across different blockchain and server providers.

Beamable’s vision is to provide seamless backend support to game developers, empowering them to create better games without being bogged down by backend or blockchain complexities.

Leaderboard Sample Project

Beamable Launches New Leaderboard Sample Project for Game Developers

Beamable is pleased to announce the release of its new Leaderboard Sample Project for Unity, designed to streamline the integration of leaderboard services into your game. This project offers game developers a powerful, efficient way to implement leaderboards, enabling rich player engagement through tournaments, events, and power-based ranking systems.

Overview

The Leaderboard Sample Project provides a practical, minimalist example for integrating group-based leaderboards, supporting tournament, event, and total power leaderboards. By using this sample, developers can easily implement group and individual score tracking with robust reward mechanisms, saving time on backend implementation.

Key Features

  • Tournament Group Leaderboard: Automatically generates group-based leaderboards for each tournament cycle, ensuring group and individual scores are tracked effectively.
  • Event Group Leaderboard: Handles real-time score tracking across both individual and group leaderboards during events.
  • Total Power Leaderboard: Displays player rankings based on total power, calculated from in-game inventory or assets.

Simplified Leaderboard Integration

This project is designed to help developers integrate leaderboard services with minimal effort, while offering full control over customization and functionality. Here are the core benefits:

1. Automated and Reliable Leaderboard Creation

The sample automates leaderboard creation upon the first score submission, but also includes manual fallback mechanisms to ensure leaderboards are generated even in cases where automation fails. This guarantees complete and accurate score tracking for all players and groups.

2. Effortless Group Score Management

For games with group-based competitions, the Leaderboard Sample Project simplifies the process of managing group scores. The system automatically aggregates individual scores to calculate and display group rankings, eliminating the need for manual score summation. Even if a group’s leaderboard isn’t generated, the script ensures group scores are calculated and displayed correctly.

3. Seamless Integration with Beamable Stats Service

Beamable’s stats service is deeply integrated into this project, allowing the retrieval and management of key player metrics like tournament or event points. If no points are available for a player, the system can assign a default score, ensuring all players can participate in leaderboards from the start.

4. Comprehensive Support for Multiple Leaderboard Types

The sample supports a variety of leaderboard types to meet different gameplay needs:

  • Tournament Leaderboards: Automatically cycle through tournament phases with individual and group score tracking.
  • Event Leaderboards: Track player progress in real-time during live events.
  • Total Power Leaderboards: Summarize and rank players based on their total in-game assets or power levels.

5. Total Power Leaderboard for Player Ranking

The project also includes a leaderboard specifically designed to track player rankings based on their total power. This is particularly useful for games where player progression is tied to asset collection or strength accumulation. The system automatically calculates power from inventory data and updates the leaderboard accordingly.

Efficient Reward Systems and Banning Features

The sample project integrates a reward system that allows developers to configure and distribute rewards based on leaderboard performance. This functionality is handled seamlessly through Beamable’s API, ensuring that rewards are accurately distributed to top-performing players or groups.

Additionally, the sample provides mechanisms for banning and unbanning groups from leaderboards, ensuring the integrity of competitive play. Developers can easily manage banned groups through a dedicated service, ensuring those groups are excluded from leaderboard rankings.

Get Started with Beamable

The Leaderboard Sample Project is available now on Beamable’s GitHub repository. With extensive documentation and built-in customization options, this project provides game developers with a comprehensive solution for adding competitive leaderboards to their games with minimal development effort.

Whether you are running tournaments, organizing events, or tracking player progression, the Leaderboard Sample Project equips you with the tools you need to enhance player engagement and foster competition in your game.

Experience how Beamable can simplify your leaderboard implementation and start building competitive features today.

Beamable at Unite 2024

Beamable at Unite 2024

Beamable is pleased to announce that our Chief Technology Officer, Ali El Rhermoul, and Chief Operating Officer, Trapper Markelz, will be attending Unite 2024, Unity’s premier conference for game developers. This year’s event is set to be an important opportunity for industry professionals to connect and explore the latest advancements in game development.

Unite 2024: A Key Industry Event

Unite is Unity’s flagship conference, providing a platform for game developers, studios, and technology partners to engage with new tools, technologies, and industry trends. The conference is renowned for its in-depth sessions and workshops, offering valuable insights into Unity’s latest features and updates.

What Beamable is Bringing to Unite

Ali El Rhermoul and Trapper Markelz are looking forward to engaging with the game development community and discussing how Beamable’s solutions can support and enhance your projects. Here’s what they’ll be focusing on:

1. Engaging with Developers

Ali and Trapper are keen to meet with developers from various backgrounds, including indie creators and large studios. Beamable’s platform offers backend-as-a-service solutions designed to simplify and accelerate game development. We are interested in discussing how our technology can integrate with Unity to meet your specific needs and challenges.

2. Understanding New Technologies

Unite 2024 will showcase Unity’s latest advancements. Ali, with his expertise in technology and innovation, will be closely observing these developments to assess how they can complement Beamable’s offerings. Staying abreast of these changes is critical for us to ensure our solutions remain relevant and effective.

3. Exploring Partnership Opportunities

The conference is an ideal setting for establishing and strengthening partnerships. Trapper Markelz, with his background in operations and strategic growth, will be exploring opportunities for collaboration. We are open to discussing potential partnerships that could drive mutual benefit and innovation.

Connecting with Us

Ali and Trapper will be available for meetings throughout the conference. If you would like to arrange a meeting with them, please contact us through our official contact page or reach out on social media. We will also provide updates from the event via our social media channels, so follow us on Twitter and LinkedIn for the latest information.

Looking Forward

Unite 2024 represents a significant opportunity for Beamable to connect with the game development community and explore new technological advancements. Ali El Rhermoul and Trapper Markelz are eager to discuss how our solutions can support your projects and contribute to your success.

We look forward to seeing you at Unite 2024.

Beamable_Sponsor GameFi Unleashed Token 2049

Beamable To Attend Token 2049 & GameFi Unleashed

Beamable is thrilled to announce our sponsorship of GameFi Unleashed, an exclusive event taking place during Token 2049 in Singapore on September 17, 2024. This gathering is a powerful convergence of the Web3 gaming ecosystem, and we couldn’t be more excited to be part of it! Our CEO, Jon Radoff, will be attending, speaking, and is eager to connect with partners, customers, and industry leaders to discuss the future of gaming and blockchain.

What is GameFi Unleashed?

GameFi Unleashed is more than just an event; it’s a celebration of innovation, collaboration, and the limitless potential of Web3 gaming. It’s the ultimate platform for game developers, founders, VCs, media, key opinion leaders, and leading tech partners to network, share knowledge, and forge strategic partnerships. As a sponsor, Beamable is proud to support this mission to drive the industry forward.

Beamable at GameFi Unleashed

Beamable is dedicated to empowering game developers with the tools they need to build engaging, scalable, and innovative online games. As an open, extensible game server platform, Beamable allows developers to integrate player authentication, analytics, social features, commerce, inventory management, content management, metagame features, GenAI, Web3 capabilities, and more into their projects effortlessly. With support for both managed SaaS and private cloud options powered by AWS, Beamable scales with your game’s needs.

Our CEO, Jon Radoff, will be attending GameFi Unleashed and is looking forward to meeting with partners, customers, and other industry leaders. Whether you’re interested in discussing the future of Web3 gaming, exploring Beamable’s capabilities, or simply looking to connect with a fellow enthusiast, Jon is ready for productive discussions and collaborations.

Meet the Partners Making GameFi Unleashed Possible

GameFi Unleashed is brought to life by an incredible lineup of partners who are driving the Web3 gaming industry forward:

  • Senet: A Beamable customer that offers a dynamic gaming platform integrating cryptocurrency skill games and uniting players worldwide to play and earn.
  • Skale Labs: The world’s fastest blockchain, designed for fast, secure, user-centric Ethereum scaling with zero gas fees and enhanced features for gaming and dApps.
  • Sphera World: A blockchain ecosystem transforming sports and esports fan engagement through digital collectibles and SocialFi.
  • Hashlock: A leading Web3 security firm dedicated to fostering safe and innovative blockchain adoption.
  • Sequence: An all-in-one development platform making Web3 integration in games easy and fun for builders and players.
  • D4 Innovation Lab: A project incubation service focused on blockchain, AI, and data innovation.
  • eBux.com: A new stablecoin and rewards protocol launching in 2024, offering incentives for purchasing digital collectibles and games.
  • Caldera.xyz: A rapidly growing rollup ecosystem on Ethereum, empowering Web3 teams to launch high-performance, customizable rollups.
  • Double Take: A Gen Z marketing agency specializing in social media and content creation, driving impactful brand connections.
  • All Things Blockchain: A non-profit association dedicated to organizing educational meetups and networking events for the blockchain community.

Join Us at GameFi Unleashed!

If you are at Token 2049, check out GameFi Unleashed! Whether you’re a developer, an investor, or simply an enthusiast of the blockchain and gaming worlds, reach out to schedule a time with us for a conversation.

We hope to see you there!

Korean Blockchain Week

Beamable is at Korean Blockchain Week

Beamable is excited to announce that our CEO, Jon Radoff, is at Korean Blockchain Week (KBW) this year! Known as one of the most prominent blockchain events in Asia, KBW brings together leaders, innovators, and enthusiasts from around the globe to explore the latest advancements and opportunities in the blockchain space. This year, Jon is looking forward to meeting up with our customers, partners, and friends to discuss the future of blockchain technology, gaming, and the Web3 ecosystem.

Why Korean Blockchain Week?

Korean Blockchain Week has grown to become a key hub for blockchain and cryptocurrency discussions, bringing together industry experts, developers, and visionaries to share their insights and foster collaboration. For Beamable, KBW is not just another event—it’s an opportunity to connect directly with the community that drives our industry forward. It’s a chance to understand the needs, challenges, and aspirations of our partners and customers and to share Beamable’s vision for a decentralized future in gaming.

Beamable’s Vision in the Web3 Space

Beamable has always been at the forefront of innovation in gaming and digital experiences. With the advent of Web3, we’re doubling down on our commitment to empower game developers by integrating blockchain technology into the core of their game economies and experiences. Our goal is to provide game developers with seamless tools and services that unlock the potential of NFTs, token economies, and decentralized infrastructure (DePIN) within their games.

Jon Radoff has been a vocal advocate for the transformative potential of blockchain technology, especially in gaming. At Korean Blockchain Week, Jon will be sharing insights into how Beamable is making it easier for game developers to create compelling blockchain-based experiences, whether that’s through NFTs, digital marketplaces, or innovative play-to-earn models.

Let’s Connect at KBW!

If you are attending Korean Blockchain Week and are interested in blockchain technology’s intersection with gaming, this is a fantastic opportunity to meet Jon Radoff in person. Whether you’re a customer looking to get more out of Beamable, a partner interested in collaboration, or a friend in the blockchain community, Jon is eager to connect, exchange ideas, and explore the future together.

To set up a meeting with Jon during Korean Blockchain Week, feel free to reach out via our website or connect with us on social media. We’re looking forward to meaningful discussions and building stronger relationships with all of you who share our passion for the future of Web3 and gaming.

About Beamable

Beamable is a leading provider of live game services for game developers, offering powerful solutions for managing game economies, player engagement, and social experiences. With a strong focus on blockchain technology, Beamable is committed to empowering developers to create the next generation of digital experiences.


We hope to see you at Korean Blockchain Week!

Beamable Adds Edgegap Support To Live Marketplace

Beamable is excited to announce that Edgegap, the leader in region-less game server hosting, has been added to the Beamable Live marketplace. This collaboration offers a implementation to game developers which enables them to create multiplayer experiences with the lowest latency possible, automated rapid-scaling, and cost efficiency. Here’s what you need to know about how Beamable and Edgegap are joining forces to transform game server hosting.

Edgegap: Game Server Hosting, Solved

1. For a Flawless Multiplayer Experience

Edgegap’s region-less hosting orchestrates your game servers on the world’s largest edge network, reducing latency of your multiplayer by up to 58%. Proven to scale up to 14 million concurrent users (CCU) to meet the biggest game launches, Edgegap’’s platform is optimized to reduce game developer’s hosting costs by up to 90%. It is is backed by DDoS protection and +99.99% availability.

2. Cross-Platform & Fully Managed Game Servers 

Edgegap’s game servers are cross-platform & fully managed which, alongside automated CI/CD solution including multi-version support & automatic rolling updates, makes DevOps a thing of the past as it allows developers to focus on what they do best: creating amazing games.

3. Simplicity and Ease of Use

Edgegap’s simple and fast integration allows game developers to ship faster by skipping key backend development thanks to built-in integration to major game engines and netcodes. This streamlined process means devs can focus on their game’s creative aspects while Edgegap handles the technical heavy lifting.

4. Comprehensive Features

Edgegap offers solutions for every game type, including authoritative servers, relays for peer-to-peer networking, fleets & sessions manager, matchmaking & lobbies, and much more. Whether you’re developing an indie or an AAA game, Edgegap provides all the features you need for every type of project.

5. Cost-Effective Pricing

Edgegap’s clear and simple pricing has no commitment, nor upfront costs or fixed monthly fees. You only pay for game hosting when players are actively playing online matches, making it a highly cost-effective solution for developers of all sizes.

6. Dedicated Support

Edgegap offers 24/7 support, ensuring you have access to expert guidance every step of the way. Their team is dedicated to helping you succeed, providing the assistance you need whenever you need it.

7. Instant DDoS Protection

Edgegap employs machine learning to instantly reroute your game server traffic to over 615 locations across 17+ providers, ensuring your game is always online. With +99.99% availability, you can rest assured that your players will have a consistent and secure gaming experience.

Beamable and Edgegap Integration

The integration between Beamable and Edgegap allows you to deploy game servers hosted on Edgegap through Beamable’s C# microservices (MS). This integration is designed to be simple and efficient, enabling you to leverage Edgegap’s advanced hosting capabilities with ease.

To get started, install the Edgegap Sample Project. It demonstrates how to integrate Beamable and Edgegap to deploy game servers effortlessly. 

Summary

By integrating Beamable with Edgegap, we are providing developers with a powerful, efficient, and cost-effective solution for game server hosting. This partnership ensures that your games can handle massive concurrent users, offer low-latency experiences, and remain secure and reliable. Visit Beamable to get started and explore Edgegap for more details on their multiplayer server hosting services. 

Join Beamable at Gamescom 2024!

Jon Radoff, CEO of Beamable, and Trapper Markelz, COO of Beamable, will be attending Gamescom 2024! This is a fantastic opportunity to connect with the leaders of our company and explore the future of game development, liveops, generative AI, and web3 technology.

Schedule and Events

Devcom: August 18-19, 2024

Our journey begins at Devcom, where the focus is on game development and community building. Devcom provides a platform for industry professionals to network, share knowledge, and discuss the latest trends and technologies. For more information, visit the Devcom website.

Gamescom: August 20-24, 2024

Following Devcom, we will be at Gamescom, the heart of the gaming world. Gamescom is the world’s largest event for computer and video games and Europe’s most comprehensive business platform for the games industry. It offers endless opportunities to discover new games, technologies, and to meet industry leaders. For more details, visit the Gamescom website.

Beamable CEO, Jon Radoff, speaking at Gamescom Congress

Photo from Gamescom Twitter account

Our CEO Jon is following up his Gamescom presentation from 2023 with a new talk this year focused on the so-called holodeck from “Star Trek” and how generative AI simulation games are close to bringing it into reality.

Book a Meeting with Beamable

Are you a game company working on live games utilizing liveops, generative AI, or web3 technology? We want to meet you! Book a meeting with us through our Calendly link to ensure we can connect and discuss how Beamable can support your projects.

Already a Beamable Customer or Partner?

If you’re already a part of the Beamable family, we’d love to see you at Gamescom! Reach out to us and let us know so we can make sure to meet up. Your feedback and experiences are invaluable, and we look forward to strengthening our partnership.

Connect with Us

Don’t miss this opportunity to meet Jon and Trapper and dive deep into the latest in game development technologies. We’ll be there all week, first at Devcom and then at Gamescom, eager to connect, share insights, and explore potential collaborations.

Stay tuned for more updates, and see you at Gamescom 2024!

Idem & Beamable

Beamable Adds Support for Idem: Bringing State-of-the-Art Multiplayer Matchmaking to Your Games

We are thrilled to announce that Beamable now has support for Idem, the cutting-edge multiplayer matchmaking service. With this integration, game developers can effortlessly bring top-tier matchmaking capabilities into their games, ensuring engaging and competitive experiences for players. Here’s what you need to know about this exciting new Beamable Live Marketplace integration and how it can enhance your game development process.

Why Idem?

1. Advanced Matchmaking Capabilities

Idem offers state-of-the-art multiplayer matchmaking through an easy-to-integrate API. It includes comprehensive rating and ranking systems, covering all your needs whether you’re a budding indie developer or a large studio looking for top-notch performance. Best of all, you can get started for free and only pay if your game becomes a hit.

2. Effortless Integration

Integrating Idem into your game is a breeze. Simply connect to the API, and you’re good to go. Their platform is built for scalability and has been battle-tested to handle overnight successes, ensuring your game can grow without hiccups.

3. Accessible for All Developers

You don’t need a big budget to get best-in-class matchmaking. Idem is free for the first 100,000 players matched, making it an ideal choice for small indie games or running an alpha test. This ensures that even small developers can provide a premium matchmaking experience.

4. Happy Players

Idem’s matchmaking is designed to delight both elite and casual players with short wait times and thrilling gameplay. It helps studios create challenging matches that keep players engaged and coming back for more.

Beamable Integration with Idem

Beamable’s integration with Idem makes it easy to configure and use Idem’s matchmaking in your games. Full details are on the Idem website. The steps include:

  1. Install Beamable: Get Beamable up and running in your Unity project.
  2. Create a Microservice: Set up an empty microservice within Beamable.
  3. Configure Parameters: In the Beamable portal, navigate to your project, then go to Operate -> Config and set up the ‘Idem’ namespace with the necessary parameters.
  4. Install the Package: Install the Idem package from the git link or by copying the source into your project.
  5. Deploy IdemMicroservice: Deploy the microservice to start using Idem’s matchmaking features.
  6. Use IdemService Methods: Utilize methods like StartMatchmaking, StopMatchmaking, and CompleteMatch to control matchmaking processes.

Idem created a simple Unity integration to demonstrate the use of Idem with Beamable. This demo includes:

  • IdemServiceTest Scene: Shows how to use IdemService for starting, stopping, and completing matches.
  • DirectMicroserviceTest Scene: Provides an example of low-level IdemMicroservice usage, primarily for information and testing.

In addition to that, Idem also developed a demo integration with Beamable’s sample game, HATS. It utilizes Idem’s matchmaker instead of Beamable’s built-in one, demonstrating how to integrate and use Idem in a real-world scenario.

Summary

With Beamable and Idem, you can now bring state-of-the-art multiplayer matchmaking to your games, whether you’re just starting out or managing a large-scale project. The integration is designed to be effortless, scalable, and accessible to all developers, ensuring your players enjoy the best possible gaming experience.

Visit Beamable to get started and explore Idem for more details on their matchmaking services. 

Beamable and Aethir Team Up to Revolutionize Game Development

We’re thrilled to announce a game-changing alliance with Aethir, a leading provider of decentralized GPU cloud infrastructure. This strategic collaboration will empower game developers to build, scale, and distribute live games entirely in the cloud, a move that promises to transform the gaming industry.

Read the announcement on Aethir’s blog here:

Aethir Is Empowering the Beamable Gaming Ecosystem

You can read the full press release here:

Aethir and Beamable Announce Alliance to Transform Game Development and Distribution

Together, Beamable and Aethir will offer a complete solution that enables game developers to fully leverage distributed cloud technology. This integration will simplify game development and distribution while enhancing scalability, allowing developers to focus on what they do best—create immersive and captivating experiences for players. Aethir’s decentralized cloud infrastructure has over 80,000 top-shelf GPUs in numerous locations worldwide, thus empowering game developers with the computing power they need to onboard millions of gamers while ensuring a smooth, ultra-low-latency cloud gaming experience.

We’re incredibly excited about the possibilities this alliance unlocks for the future of live game development. We will announce more details as our work with Aethir unfolds. 

Hathora Integration Now Available in Beamable’s Live Marketplace

Beamable is thrilled to introduce that Hathora integration, a powerful addition to our Unreal SDK, is now available in our Live Marketplace! This integration brings many unique features that can streamline your multiplayer game development.

With this seamless integration, Beamable ensures that multiplayer games for Unreal can be developed effortlessly using Beamable. Our Unreal SDK now supports Multiplayer workflows (PIE, Linux Dedicated Server Builds), an Online Subsystem implementation, and a multiplayer sample demonstrating the simplicity of integrating Beamable’s matchmaking service with Hathora.

While Beamable provides all of the systems and tooling for data persistence, metagame, infrastructure, and Live Ops, we do not natively offer Game Server Orchestration services, but our good friends at Hathora do. We’ve partnered with them to build an Unreal sample project showing a playable end-to-end integration.

This demo sample is a simple game where you log in and join a queue to train or a 1v1 Solo Queue. Inside the match: reach for your gun and fire projectiles in a mix of FPS and Dodgeball, attempting to hit the other player.

Beamable Hathora Sample Game FPS Dodge Ball

Several customers are successfully building innovative games as a testament to the power of the Beamable Unreal SDK. Wildcard Alliance, for instance, is using this exact stack to develop a groundbreaking 3D Action Card Game.

“We’ve found the Beamable Unreal SDK flexible and easy to work with,” said Brent Dunham, Principal Engineer at Wildcard. “The SDK plus Beamable’s microservice architecture enables us to easily build and deploy game features. The Beamable team has also been very responsive to our unique needs, collaborating directly to help us grow and extend various features in important directions. It’s been a great experience working with Beamable and Hathora.”

This sample and a preview release of the Unreal 1.0 SDK (along with Beamable’s CLI 2.0) are out right now, and you can fetch them at these links:

Check out our Unreal SDK and the Hathora integration. We are excited to see what you build on Beamable! 

Beamable and Wildcard Announce Partnership

Beamable and Wildcard announced a technology partnership today. Wildcard posted about the partnership on their blog:

Wildcard, the PVP collectible card-based MOBA, is proud to announce its partnership with Beamable, the online game development platform. By leveraging BEAMABLE’S analytics backend along with their cutting-edge blockchain integration and extensible microservice architecture, this collaboration will allow Wildcard to enhance gameplay, enrich player engagement, easily manage blockchain elements, and streamline the process of building their flagship title.

Wildcard Blog

Read the full post

Beamable Support for Sui Blockchain Now Available

Beamable now has full Sui integration available in our Live Services Marketplace!

Sui from Mysten Labs is an increasingly popular choice for building Web3 games. Its object-based architecture, support for dynamic and nested assets, helpful features like sponsored transactions, consistent performance, and low cost make it a powerful platform for game developers.

Video Overview

To get started, download the Beamable/Sui sample project from the Beamable GitHub repo. It contains instructions for setting up a Beamable project with a microservice that handles communication with the Sui Blockchain.

When you launch the Sui / Beamable microservice, Beamable will auto-generate a smart contract from the Beamable content system and auto-deploy it so you can quickly build on-chain items and currencies for your games.

With Beamable and Sui, you now have a powerful set of tools for rapidly building out a Web3 game using both on-chain and off-chain assets directly in your game engine.

Beamable Presenting at Play Beyond Sui Gaming Summit

Join Beamable’s CEO John Radoff and CTO Ali El Rhermoul for presentations during GDC 2024 at the Sui Gaming Summit!

Beamable + Sui Workshop

From 1:10 – 1:50 PM PT on March 19th, Beamable CTO Ali El Rhermoul will demonstrate how you can use Beamable’s Sui integration to rapidly add on-chain assets to any game project. To be ready for the workshop, make sure you have the technical pre-requisites ready to go:

Jon Radoff on the Main Stage

Right after Ali’s workshop, from 1:50 – 2:15 PM PT on March 19th, CEO of Beamable Jon Radoff will join a number of game leaders in a panel format to discuss the ever-evolving landscape of Web3 games and trends. Panelists include:

  • Canaan Linder, CEO, Stardust
  • Jon Radoff, CEO, Beamable
  • Yan Li, Founding Engineer, Blockus
  • Chris Zhu, CEO, Mirror World
  • Moderated by Di Pearson, Gaming Strategic Partnerships, Mysten Labs

RSVP Now!

If you want to attend these events and others, please RSVP for the Sui Gaming Summit now!

Venly Now Available in the Beamable Live Services Marketplace

Venly Integration is now available in the Beamable Live Marketplace! Download the Beamable/Venly sample project from the Beamable GitHub repo. It has instructions for how to set up a Beamable project with a microservice that handles communication with Venly.

Overview of the Integration


What’s Included?

  • A sample project that demonstrates frictionless wallet generation and inventory integrations
  • Custodial wallet workflows for player onboarding
  • The ability to define on-chain currencies and items and manipulate them in the Beamable LiveOps Portal
  • Multi-Chain support for Arbitrum, Aeternity, Avalanche, Bitcoin, Binance, Ethereum, Gochain, Hedera, Litecoin, Tron, Vechain, Polygon, Neo, and Immutable.

Download the project now from Beamable

Review documentation at Venly

Beamable GDC 2024 Announcements

GDC is a time for game developers to come together, celebrate the good moments, mourn the bad ones, and look forward to exciting new technologies in the year to come. The folks at Beamable are eager to share what we’ve been working on. GDC is the perfect time to pause, breathe, and showcase some of the incredible projects we’re getting ready to release into the hands of game developers. Beamable is becoming the open platform for game server development.

We are thrilled to announce: 

  1. Beamable is open to new engines.
  2. Beamable is open to third-party developers.
  3. Beamable is open to scrutiny. 

Watch the Video Announcement!

Briefly and for the uninitiated, Beamable is a game tools company specializing in reusable and extendable server technologies. Beamable was founded by developers who built, deployed, and managed Live Ops games with over 20 million players. Now, that same technology is empowering hundreds of studios across the globe to build their own successful Live Ops games. 

One of the best things that elevates Beamable above the rest is customizable Microservices. We can and do provide a laundry list of ready-made features like frictionless auth, accounts, leaderboards, inventory, events, analytics, social, and commerce features. Those off-the-shelf features work for some games, but inevitably, there are game studios with unique ideas and innovative visions for new ways to adopt Live Ops. No pre-made solution exists that will fit every creative mind’s needs. Beamable allows game developers to create their own customized Microservices that seamlessly plug into the great Beamable architecture and ecosystem, but also unlock developers to do what they do best: develop.

Bring your Game Engine

When Beamable started, we only offered a C# Unity SDK. Throughout 2023, we’ve been working on building a C++ and Blueprint Unreal SDK. By the way, the Unreal SDK is available in Beta, and developers like Playful Studios are building games with it right now. Our official Online Subsystem plugin for Unreal is in early development as well. The Unreal SDK was our opportunity to go from one SDK to many SDKs and from one language (C#) to many languages (C# and C++). Now, the architectural patterns that facilitated our “one to many” journey also make it easy to bring Beamable to new C# based engines like Godot or Monogame, as well as non-C# based engines such as Bevy (Rust), Phaser (Javascript), or custom engines. You should take a look at our Bevy sample project, which integrates a custom Microservice with OpenAI.

Beamable is becoming engine agnostic thanks to our reliance on the Open API 3.0 specification. When you build a Microservice with Beamable, it automatically builds an Open API document. That document can be given to off-the-shelf open-source tooling that generates SDK code in whatever language you need, such as C#, Rust, or Javascript. Beamable’s own services also publish Open API documents, so you can generate bindings to the core Beamable capabilities like Auth, Accounts, and Content. We actually use the Open API documents generated from our own servers to generate the core C# SDK code we ship inside Unity and the core C++ code we ship with the Unreal SDK.

We also built a Command Line Tool (CLI) that makes it easy for developers to manage their Microservices, Content, and other Beamable systems. Within Beamable, we have been refactoring most of the core functionality from the Unity Editor SDK into the CLI. Then, the Unity Editor SDK communicates with the CLI behind the scenes. Our Unreal SDK can also utilize the CLI tooling, which means we can move twice as fast, delivering new Beamable tooling across our engine ecosystem. Our goal is to build engine integrations that feel native to each engine environment, but under the hood, are simple wrappers over our CLI. We can focus more on delivering an idiomatic workflow, and less on boilerplate.  

Bring your Plugins

Beamable is becoming much more than an SDK, an API, and an administration website. The ability to write custom Microservices and have them automatically hosted on the cloud means Beamable is the perfect environment to foster interoperability and nurture an ecosystem of third-party plugins and tools for game development. The Beamable Marketplace is a collection of certified modules that extend Beamable and connect it to third-party systems. 

Some marketplace integrations like our Scenario AI module work by having a Microservice act as the secure middle-man between players of your game and third parties. Other integrations use Microservices to take ownership of specific game tasks, like Inventory management. Beamable is offering a workshop at GDC ‘24 to teach developers how to integrate blockchain technology like Mysten Labs’ SUI as the source of truth for player Inventory. Simplifying for the sake of brevity, Beamable’s own Inventory service will grant custody of the inventory logic to a custom Microservice, which can proxy the custody to a variety of blockchains, like Polygon, Solana, SUI, and more. Studios like Great Big Beautiful Tomorrow are using this technology right now to deliver fun games that rely on blockchain technology behind the scenes. 

Beamable offers more types of this service level federation, including authentication and matchmaking capabilities. For example, you can pull in a ready-made Microservice that connects Beamable’s own Matchmaking functionality with Hathora’s powerful server orchestration API. When a Beamable match is about to begin, the Microservice spins up a dedicated game server using Hathora and then connects all the players to the fresh server. 

The marketplace is a great starting point to see what is possible with Beamable Microservices, but you can already build cool stuff on your own. Companies like Go4Gold are integrating custom authentication solutions into their games by using Beamable’s authentication federation. Beamable offers out-of-the-box authentication with Google, Apple, custom email, etc, but we don’t have SMS authentication by default. Go4Gold used the Twilio API and Beamable Microservices to securely bring SMS based authentication to their project. 

Bring your Scrutiny

We recently released a public API status page so you can keep track of our uptime and stability. Beamable receives hundreds of millions of API requests per day. Those requests come from over a million monthly active users across over 100 games built on Beamable. We know our API is critical infrastructure for our developer community, and we are dedicated to being accountable for our uptime and stability. 

The Beamable client-side SDK is now Source Available on GitHub with a non-permissive license. That includes the Unity SDK, the Unreal SDK, the Microservices code, and our CLI tool. We aim to meet our developer community wherever they work and make it easier for developers to interact with and learn from our SDK code. We’ve opened up Github Issues and Github Discussions on the main C# repository that holds the CLI, and we look forward to engaging with the community. Additionally, GitHub will serve as a new way to get the Unity SDK, including specialized preview builds, into Unity using Unity Package Manager. 

If you’ve read this far, I applaud your sense of focus in today’s fast-paced world. As a prize, you can try out our CLI here, get it running in Bevy, or just skip that part and play the sample game.

Have a good GDC, folks!

New Beamable Pricing Discounts 

Beamable now offers upfront payment discounts for our customers 

Beamable has always operated a flexible pay-as-you-go usage-based monthly subscription model for our game developers. Recently, we’ve had requests from our customers for quarterly, biannual, and annual payment options. 

In exchange for executing a payment plan, we are happy to provide additional discounts, giving you even more ways to save with Beamable. 

Beamable customers will now have the option to pre-pay their subscriptions, enterprise contracts, private cloud licenses, and services agreements in three-month, six-month, and 12-month terms and receive a discount for doing so. 

The discounts are available as follows (Updated January 2025):

  • 3-month payment on fees – 4% discount
  • 6-month payment on fees – 6% discount
  • 12-month payment on fees – 8% discount

This discount will apply to the amount that is pre-paid. Any monthly overages are assessed at the subscription or enterprise contract value and are not included in the pre-pay discount. 

Contact us or reach out to your Beamable customer success representative to discuss a pre-payment discount option and receive a copy of the pre-payment contract for your review.

At Beamable, we want to make managing your development, game, and game business as easy and cost-effective as possible. We hope that partnering with you to simplify payments and provide predictability is a win-win for both of us. 

You can refer to this new pre-payment option in our Beamable License Agreement. Please Contact Us if you have any questions or if you’d like to move your monthly payments to a quarterly, biannual, or annual option in exchange for the discounts. 

Beamable January 2024 Portal Update

This month, we released a significant upgrade to the Beamable LiveOps Portal. Please review the list of changes, and if you have any questions, please reach out on our Discord server or at support@beamable.com!

Release notes

Bug Fixes

  • Player calendar activity appeared one day too early
  • Downloading Content from the Portal did not always download the correct data
  • Event Calendar view white text on yellow bar background was hard to read
  • Player Inventory items with lots used to overflow now feature a scrollbar.
  • Player Inventory view sorted by items had no effect.
  • Analytics data query resulted in an error when the event name contained a hyphen
  • Game Tree > Config Defaults context menu was incorrectly placing the customer alias in the CID field
  • Downloading analytics data would not always work
  • Player Profile Location badges would duplicate when switching pages
  • In-Game Mail: sometimes, the currency list only showed coins and gems even when custom currencies exist
  • Rendering of act_time timestamp value in Portal Analytics view was incorrect
  • Clicking on the realm id in the game tree didn’t take you to the realm section
  • Promoting Microservices or Redeploying them in the portal could cause a loss of data in the manifest (e.g., federated components)

Improvements

  • Added showing realm alias (if available) API usage dashboard
  • Added support for manual entry of date times (without needing date picker)
  • Added date-range presets for convenience in specifying date range (e.g. “last 30 days”)
  • Added support for hiding archived C# Microservices
  • Added additional configuration options to Leaderboard creation
  • Added server pagination support to Leaderboards
  • Added support for re-ordering items in Commerce Catalog
  • Better error message when supplying an invalid CID at login
  • Better JSON Visualization and Editing
  • Better visual language for disabled or archived C#MS (gray rather than red)
  • Faster loading of analytics dashboard
  • Faster history service querying in analytics and other sections
  • Archived realms show PID
  • MongoDB health metrics request uses “Zulu” timestamps
  • Admin navbar section is now expanded by default
  • API usage dashboard omits non-billable calls
  • No longer possible to archive a realm if you have microservices running in the realm

Beamable 2023 Year In Review

2023 was a transformative year for Beamable. We launched new products, expanded our team, added features, and forged numerous new partnerships. Here is a look back at the key milestones that created value for game studios as they tackled the complex problems of building a game, launching it, scaling it, and building a commercially sustainable game business.

2023 Milestones

  • Launched Beamable Private Cloud
  • Introduced Co-Development & Implementation Services
  • Won an Epic MegaGrant to launch the Beamable Unreal SDK
  • Introduced the Beamable Live Services Marketplace
  • Built Web3 Support for Solana, Polygon, Venly, ZBD, Sui/Mysten, and more!
  • Won the GameChanger Award
  • Named an AWS for Games Backend Service Partner
  • Listed in the AWS Marketplace
  • Completed hundreds of service improvements!

Read on for the specifics!

Beamable Private Cloud

We heard from larger game studios that they wanted all the power of Beamable, but with the ability to run it on their own cloud account with a source code license to extend or change whatever they needed.

Beamable Private Cloud (BPC) is just that. It allows developers to fork a complete version of the Beamable environment and launch it on their own infrastructure. With BPC, you get all of the simplicity, workflow advantages, and acceleration that Beamable brings to your game development – with the comfort of operating within your own environment and tweaking things however you need. You can learn more about BPC and see if it fits your needs!

Beamable Co-Dev & Implementation Services

In 2023, we repeatedly heard from our customers that they need Beamable’s technology and want someone on their team who has lived, breathed, and survived the complexity of backend game development. They asked us if we could dive into their code and help them take full advantage of the workflow, tooling, and microservices architecture to expand their game title. For that, we created a new co-dev and implementation services capability inside of Beamable to do just that!

Maybe you want Beamable Private Cloud but don’t have a DevOps team to support and maintain it. Maybe you need a custom game feature. Maybe you want to add Web3 to your game. With Beamable’s Co-Development and Implementation services, you can hire Beamable engineers on a monthly retainer basis to implement/build/integrate anything you need to move your game project forward.

If you could use experienced backend game engineers on your team, contact us, and let’s discuss your project!

Epic MegaGrant Recipient & SDK Launch

Late in 2022, we received an Epic Mega Grant, and by March 2023, we launched the first version of Beamable support for Unreal Engine! Game developers had been asking us for Unreal support, and we delivered.

Throughout 2023, we worked with dozens of Unreal game studios, refining the offering with additional support on integrations, microservices, content, and current Unreal versions. Unreal is now a major part of Beamable, thanks to the support from Epic, the Megagrants program, and our collaborative Unreal game studio partners. Get started with Beamable & Unreal with your own games today!

Live Services Marketplace

Back in March 2023, our CEO, Jon Radoff, laid out a mission for the marketplace:

“Our vision is to accomplish for the cloud what Unity and Unreal accomplished with the front-end of game development. To do so, we had to create more than a place to download files: we had to create the software interfaces to compose backend gaming software in the cloud–and to interoperate with each other.”

– Jon Radoff, CEO, Beamable

Since then, we’ve added almost two dozen partners to the Beamable Live Services Marketplace. Those partners include:

Available Today

  • Amplitude integration to pipeline your game analytics to your Amplitude account
  • GoPlay.io for fitness-based gameplay accounts
  • Mixpanel integration to pipeline stats to your Mixpanel account
  • Photon support to add multiplayer to your game
  • Polygon integration for rapid Web3 game development
  • Scenario.gg support to pipeline runtime generated AI game content
  • Solana integration for rapid Web3 game development
  • Zebedee for rapidly adding Bitcoin payment support to your game
  • Zenject support for easy setup and config of an injection system

Coming Soon

  • Common Sense Machines to rapidly pipeline AI assets into your game
  • Croquet to offer synchronized multiplayer at scale
  • Halliday for ERC-433 Smart accounts and easy Web3 onboarding
  • Hathora to manage dedicated servers for multiplayer
  • Hero Trainer to add a fitness component to your game projects
  • Lamina1 for easy Web3 game development
  • Mysten/Sui integration for easy Web3 game development
  • Tashi.gg to add dedicated game servers with the simplicity of P2P
  • Thirdwave Labs for implementing deep, rich wallet analytics
  • Venly support to integrate custodial wallets and authentication across a dozen blockchains

Are you talking to game developers? Join our marketplace, and let’s work together to make it easier for game teams to adopt cutting-edge technology and reduce the glue code it takes to add game server features! Let’s talk!

Web3 Support

In 2023, Beamable built its name as the leading game backend platform in the market, executing against the complexity and challenges of Web3 for game developers. We heard loud and clear that game devs don’t want to learn blockchain, but they do want to use that technology in their games to enable new forms of player engagement, interaction, and novel forms of monetization.

Throughout 2023, we forged key partnerships in Web3, as well as invested in cutting-edge integration and tools to bring the key needs of LiveOps to Web3 game studios. Some of these announcements included:

If you are interested in learning more about our Web3 capabilities, have a project you might want implementation support on, or are a Web3 chain looking to streamline your developer onboarding, please reach out!

Winning the GameChanger Award

It is always an honor to be nominated by your peers and to be selected from thousands of companies as one that is pioneering how games are made.

Winning the Game Changers 2024 award from Lightspeed and GamesBeat was a supreme honor. We will continue pushing the envelope this year, making it easier for game developers to build successful games.

If you believe we could help your studio, please contact us!

Being named an AWS for Games Partner

Ever since joining the ISV Accelerate program for AWS Games in 2021, Amazon has been a key partner for Beamable. We work together on many accounts and have partnered on several key projects.

As Amazon was sunsetting Gamesparks 2.0 this year, they selected Beamable as one of three named game backend solution partners. It was an honor to have our hard work over the years validated, and we look forward to a continued partnership with AWS for Games in 2024!

AWS Marketplace Listing

As a game backend solution partner for AWS, we continued to invest in the partnership by re-listing Beamable’s Live Game Platform on the AWS Marketplace. If you are an AWS customer and have an AWS Enterprise Discount Plan (EDP), your Beamable spend will not qualify as part of that plan spent amount.

Additionally, purchasing Beamable off AWS Marketplace streamlines the contracting process. If you want to purchase Beamable via AWS, please contact us to learn more or go check out our listing!

Hundreds of service improvements

In addition to all the work above, we spent the year listening to our customers and making many material improvements in our SDKs, backend, reliability, performance, and features.

We can’t possibly list them all here! You can review the Beamable Release Notes starting at version 1.10 and then scroll up to 1.19 and beyond!

Thank you!

A special thanks to all of our amazing customers who kept us honest this year, demanded the best, and pushed us to build a better product that makes an real impact in their game development lives.

Cheers to 2023! We look forward to working with you all in 2024!

Where in the world is Beamable CEO Jon Radoff?

As we enter 2024, Beamable will attend several conferences this year. If you are a customer, a game studio, or an indie game developer looking to learn more about how Beamable might help your game team or project, reach out, and let’s schedule a time to talk somewhere in the world!

Beamable will be at these conferences. Will you? Let’s meet up!


MetaV Summit – Dubai, UAE
January 10-11, 2024
https://metavsummit.com/

DICE – Las Vegas, NV
February 13-15, 2024
https://www.dicesummit.org/

LEAP – Riyadh, Saudi Arabia
March 4-7, 2024
https://onegiantleap.com/

SXSW – Austin, TX
March 8-16, 2024
https://www.sxsw.com/

GDC – San Francisco, CA
March 18-22, 2024
https://gdconf.com/

Reboot – Dubrovnik, Croatia
April 24-26, 2024
https://rebootdevelop.com/

Digital Dragons – Krakow, Poland
May 19-21, 2024
https://digitaldragons.pl/en/

GamesBeat – Los Angeles, CA
May TBD, 2024
https://gbs24.venturebeat.com/

DevCOM – Cologne, Germany
August 18-20, 2024
https://www.devcom.global/

GamesCOM – Cologne, Germany
August 21-24, 2024
https://b2b.gamescom.global/gamescom/the-gamescom/


We look forward to seeing you out there! Contact us to schedule a time to meet up!

Are you going to SLUSH? Party with Beamable and ZBD!

We recently announced a partnership with ZBD to provide an onboarding path for rapid Bitcoin payment inclusion in your LiveOps-capable game titles. Now, we are hosting a party at SLUSH in Helsinki, Finland!

Get all of the details on our Eventbrite page now!

2023 has been a challenging year for the game industry and Web3 games in general. That hasn’t stopped companies like ZBD and Beamable from designing, iterating, and building the tools essential for the next phase of game studio growth.

We’re thrilled to announce a collaborative event with ZBD at Slush. Our partnership is especially beneficial for game creators seeking to bypass the complexities of building their own back-end infrastructure and rapidly integrate seamless and secure payments for all!

This exclusive, invite-only gathering is an opportunity to showcase Beamable and ZBD’s latest developments, unique insights, and forward-thinking strategies. More than just a formal event, it’s a chance to unwind and network in one of Helsinki’s premier modern dining venues.

Join us for an enjoyable evening, reconnect with peers, and learn how Beamable and ZBD can help your team in 2024 and beyond!

ZBD and Beamable Launch a Joint Starter Kit for Simple and Secure Bitcoin Integration for Game Developers

We are excited to work with ZBD to offer game developers a turnkey solution for Bitcoin integration into LiveOps tools! Check out the press release below and our ZBD marketplace page to grab the integration!


HOBOKEN, NJ – 14 NOVEMBER, 2023 ZBD, a leading fintech company that offers instant Bitcoin rewards for gamers and developers, has announced the launch of the ZBD Beamable starter kit for small development teams and hypercasual developers. This announcement is the latest phase of its partnership with Beamable, a development platform for online games, to simplify the secure integration of Bitcoin transactions into gaming. 

ZBD’s plug-and-play API is a cost-effective, global payment solution built on the Bitcoin Lightning Network that makes it easy for developers to incorporate real-time microtransactions, rewards, and payments into their games. With the ZBD Beamable starter kit, the integration of Beamable with ZBD’s API adds an additional layer of security by keeping sensitive information separate from the client-side of the game.

Christian Moss, ZBD Co-founder and Head of Gaming R&D, comments:

“Developing a secure game requires removing some of the logic from the game to the game server. Many developers, however, such as hypercasual mobile game developers, may not have the resources to develop and maintain a game server. Beamable provides these developers with server-like capabilities without the need for a server or any extra skills in addition to their existing game development skills. By integrating the ZBD API into a Beamable microservice, we’ve enabled developers to start building Bitcoin reward games in a secure way.” 

Jon Radoff, CEO of Beamable, comments:

“Our aim has always been to lower the barrier to entry for developers and make it more cost-effective for them to add complex and secure server-side Bitcoin features. Working with ZBD not only makes the implementation of in-game transactions easier than ever, but also adds an all-important extra layer of security.”

Announced in July 2023, the collaboration between the two companies heralded a significant step in the development of the next generation of Bitcoin-integrated gaming, removing the need for a server or systems operations team and enabling developers to integrate server-side features to games while ensuring superior security. 

The first Bitcoin-integrated mobile game to be built with the ZBD Beamable starter kit is due to be published in late November. 

The ZBD Beamable starter kit is available now on the Beamable marketplace: https://beamable.com/marketplace/zebedee-plug-and-play-api.


For further information:

Raptor PR for ZBD

Clare Wimalasundera / Priyanka Harsora 

clare@raptorpr.com  / priyanka@raptorpr.com

+44(0) 07581277125 / +44(0)7939 927 615 


About ZBD

ZBD is the leading FinTech building payments technology on top of the Bitcoin Lightning Network. Backed by global VCs and gaming studios including Initial Capital, Lakestar, Kingsway Capital, The Raine Group and Square Enix, its sophisticated tools enable developers to easily integrate payments functionality into their products. ZBD erases the boundaries between real and virtual worlds by powering instant global transactions of any size for any game, site or application through the Bitcoin Lightning Network. Learn more about ZBD and the benefits it brings to developers and gamers alike at zebedee.io.

About Beamable

Beamable provides a robust platform for building and scaling the operations of live games, offering both Software-as-a-Service (SaaS) and Private Cloud deployment options. Integrated seamlessly with Unity and Unreal game engines, Beamable allows game developers to focus on creativity while leveraging a comprehensive suite of backend services. With a team of industry veterans and cutting-edge technology, Beamable is headquartered in Boston and has received substantial investment from prominent firms, including Permit Ventures, Companyon Ventures, GrandBanks Capital, and Defy.vc. For more information, visit beamable.com 

Beamable Featured by AWS for Games as a Game Backend Solution Provider

Beamable, a leading platform for game development and live operations, is pleased to announce that it has been featured by AWS for Games, as one of its featured game backend solutions.

As the world’s most comprehensive and broadly adopted cloud, Amazon Web Services, Inc. (AWS) has been at the forefront of enabling innovation across industries. AWS for Games is committed to providing game developers with the tools, resources, and infrastructure they need to succeed, and by featuring Beamable as one of its featured games backend solutions, AWS for Games has further solidified this commitment.

By building on AWS, Beamable is able to offer a platform that offers a comprehensive suite of features that streamline game development, deployment, and live operations. By leveraging AWS, Beamable enables game developers to gain accelerated access to powerful infrastructure, robust scalability, and a multitude of tools and services to launch faster and scale while saving time and money.

“We are honored to be chosen as a featured game backend solution by AWS for Games,” said Jon Radoff, CEO at Beamable. “This designation signifies our shared commitment to advancing the gaming industry by providing developers with best-in-class tools and services. We look forward to working closely with AWS to empower game developers worldwide.”

About Beamable

Beamable is an open, extensible game server platform that lets you create online games and virtual worlds in minutes. Rapidly add player auth, analytics, social, commerce, inventory, content management, meta-game features, GenAI, Web3 capabilities, and more to any game project. Prototype in minutes using engine-integrated workflows and scale to millions of players. Led by a team of game-industry and software veterans, Beamable is based in the Boston area, and has raised $14M from investors, including Permit Ventures, Companyon Ventures, GrandBanks Capital, and Defy.vc.

Beamable Selected as a 2024 GameChanger

Beamable has been named a 2024 GameChanger by Lightspeed and GamesBeat.

In August 2023, over one thousand companies were nominated across five categories:

  1. Game Studios
  2. Gaming Platforms
  3. Interactive technology
  4. Extended Reality
  5. Blockchain & Web3

Beamable was nominated for the Gaming Platforms category and was selected along with 24 other innovative companies. Check out the full list of companies here.

Beamable CEO Jon Radoff was at the GamesBeat award event and shared the news on Twitter.

The announcement was also featured in Times Square!

We are honored to be recognized for the hard work of our team and the partnership of our customers, building and iterating on efficient game development workflows in Unity and Unreal. We are also thankful to our growing list of marketplace partners who enable rapid SDK connections to cutting-edge technologies like GenAI and Web3!

If you believe we could help your studio, please reach out!

Other links about the announcement:

AWS for Games Partner Profile: Beamable

In October of 2023, Beamable was featured on the AWS for Games Partner Profile series. Our CEO Jon Radoff was interviewed by AWS’s Principal Evangelist Chris Melissinos. You can watch the partner profile on YouTube.

AWS for Games Beamable Partner Profile

In the video, Jon runs through how Beamable started, the importance of LiveOps, reducing complexity in game development, Beamable features, out to get started, our customers, the website, and some takeaways!

Get started with Beamable for free today! Take it for a test drive and let us know about your project.

Go4 Gold

GO4 Gold and Beamable Announce Partnership

Beamable and GO4 Gold announced how Beamable’s capabilities will power GO4 Gold’s next-generation marketing platform. You can read the entire press release for details.

ORLANDO, FLORIDA, USA, October 10, 2023 /EINPresswire.com/ — GO4 Gold™ is excited to announce a strategic partnership with Beamable, a live game operations company from Boston, to power the first performance-based gamification platform. Beamable’s technology will enable GO4 to host millions of consumers playing hundreds of popular games in sponsored prize tournaments.

“With 3 billion hours of gameplay on a weekly basis, advertisers and brands have desired to reach gamers in a meaningful and efficient way,” said Milind Bharvirkar, CEO of GO4 Gold. “Conventional tools have not worked. Our partnership with Beamable has created a revolutionary new marketing platform that gamifies brand promotions, engages qualified consumers, and delivers measurable results without breaking the bank for any size business.”

“GO4 is going to shake up the gamification landscape and we’re thrilled to be a part of it,” adds Jon Radoff, CEO of Beamable. “Our team resonates with GO4’s passion for connecting players and brands in a really cool way, and appreciates the trust in our services to make this happen.”

Read the full press release

Beamable Chosen by Mythical Games to Power Live Ops Infrastructure

Beamable platform enables accelerated development, cost savings, and scalable blockchain-compatible infrastructure for game publishing operations.

Boston, MA — Beamable, the leader in backend services for software built with 3D engines, proudly announces its partnership with next-generation gaming technology studio Mythical Games, the leader in games with player-owned economies.

Mythical’s newly released game NFL Rivals recently debuted at the top of the mobile gaming charts and has since accumulated over 2 million downloads and 20 million games played. 

“Mythical saw value in leveraging Beamable to help us extend the capabilities of our existing Game delivery and Marketplace Platform, optimizing developer integration and supporting the increasing traffic across all of our games,” said Brett Close, CTO at Mythical Games.  “Beamable’s tools framework and scalability made it the right platform partner for us.”

By choosing Beamable, Mythical Games will be able to further streamline its development process, eliminate the need for extensive in-house infrastructure development, and continue to scale its backend for publishing operations, enabling it to focus on creating more amazing, chart-topping games.

Beamable’s Private Cloud service will support Mythical Games’ game development ecosystem. This includes utilizing Beamable’s cloud-native execution environment, a resilient data fabric for persistent worlds, and adding extensible tools and services that operate alongside Mythical’s blockchain games platform.

“We are thrilled to be selected by Mythical Games to support their Live Ops and backend infrastructure,” said Jon Radoff, CEO of Beamable. “Mythical’s vision of advancing player-owned economies is revolutionary, and we’re excited to support the teams at Mythical in bringing online games to market faster than ever.”

For more information about Beamable and its backend services, visit https://beamable.com

About Beamable

Beamable provides a robust platform for building and scaling the operations of live games, offering both Software-as-a-Service (SaaS) and Private Cloud deployment options. Integrated seamlessly with Unity and Unreal game engines, Beamable allows game developers to focus on creativity while leveraging a comprehensive suite of backend services. With a team of industry veterans and cutting-edge technology, Beamable is headquartered in Boston and has received substantial investment from prominent firms, including Permit Ventures, Companyon Ventures, GrandBanks Capital, and Defy.vc. For more information, visit beamable.com.

About Mythical Games

Acknowledged by Forbes’ Disruptive Technology Companies To Watch in 2019 and Fast Company’s World Changing Ideas 2021, Mythical Games is a next-generation game company creating world-class games and empowering players to take ownership of their in-game assets through the use of blockchain technology.

Mythical’s “gamers-first” focus comes naturally; from the beginning, it’s been powered by industry leaders. The team has helped develop major franchises, including Call of Duty, World of Warcraft, Guitar Hero, DJ Hero, Madden, Marvel Strike Force, and Skylanders.

The Mythical Marketplace, the first in-game blockchain Marketplace on iOS and Android, provides gamers with ownership and control over the purchase and sale of digital assets, while the Mythical Platform protects gamers that may be new to blockchain through a custodial wallet for their digital items.

Beamable August 2023 Release Review

In August 2003, Beamable released SDK versions 1.17.1, 1.17.2, 1.17.3, and 1.18.0. Here are the highlights from those releases. 

Command Line Interface (CLI)

We’ve spent a lot of effort this month focusing on making the CLI tooling easier to use. In the latest versions of Beamable, the CLI has several usability improvements.

  • When you use the beam project new command, the new project will use the latest version of the Beamable SDK.
  • Additionally, the correct version of the Beamable Templates are automatically installed.
  • The CLI –log switch has been fixed.
  • Many of the various beam project commands are more forgiving in their error cases, and prompt for corrective measures in error cases.
  • Services have better default settings to streamline development.
  • Archived realms are no longer shown when logging into the CLI. 
  • The CLI can also be used to manage Beamable Content.
  • In Beamable 1.18.0, the CLI can manage all Beamable Content namespaces without needing to switch between them. 

Microservice Improvements

Throughout the latest patches and releases of Beamable, Standalone Microservices have seen a few critical improvements.

  • Standalone Microservices taking advantage of the federated identity or inventory features can now interoperate with Unity.
  • Beamable Content defined in the Standalone Microservice’s common project is now usable from a linked Unity project.
  • Additionally, developers using Apple Silicon, or other ARM-based CPU architectures, can now deploy their Standalone Microservices successfully. 

There are a handful of other bug fixes and workflow improvements for Microservices in general.

  • Log output will appear with fewer escaped JSON characters, which will make it easier for developers to leverage service logs.
  • Generated client code for Microservices will use the object serialization technique instead of array serialization technique. 

Beamable 1.18.0 also includes a new IUsageAPI service accessed via Dependency Injection. The IUsageAPI exposes CPU and Memory usage statistics and a unique identifier for each service instance. 

Unity SDK

In Beamable 1.18.0, the BeamContext game object is the last thing to be disposed of when a Beam Context is being shutdown. Previously, there was a large swatch of bugs that would appear when exiting playmode, or using the .Stop() function on a Beam Context. The IBeamableDisposableOrder interface allows any registered Beamable dependency to declare a custom disposal priority. By default, the Beam Context uses a disposal priority to ensure it is handled last. This means that as other components of the Beamable SDK are shutting down, they have access to critical services available on the Beam Context

Change Logs

For the official changelogs, please visit https://beamable.github.io/changes

Beamable July 2023 Release Review

Since the last release blog, Beamable has released SDK versions 1.16.1, 1.16.2, and 1.17.0. Here are the highlights from the previous month of releases. 

Command Line Interface Improvements

In Beamable 1.16.2, we added the beam version command suite, which allows a developer to easily update and manage the installed CLI tool. In 1.17.0, we added the get connection string command, which will enable a developer to get a direct connection string to a Mongo storage object. Direct Mongo access can be critical to developer workflows. Additionally, in 1.17.0, new CLI projects will automatically include a version control file that helps avoid security leaks. The version control file can be re-generated using the generate ignore-file command. If you haven’t clicked on any of those links, check out this one about getting started with the Beam CLI.

Stability and Bug Fixes

The last three releases, especially 1.17.0, bring many quality-of-life improvements and bug fixes to the Unity SDK and CLI tools. A complete list can be found in the changelogs. In previous versions of the Beamable SDK, there were intermittent bugs when entering and exiting playmode quickly. The Federated Auth SDK had a few typing inconsistencies. All of these issues have been resolved. 

Dotnet Compatibility 

In Beamable 1.16.2, the Beam CLI added support for net7. In Beamable 1.17.0, the Beamable Common and UnityStubs nuget packages also support net7 and netstandard 2.0. Previously, Standalone Microservices couldn’t be used with Unity 2020 because the common project couldn’t be built for a Unity 2020-compatible Dotnet version. However, the inclusion of netstandard 2.0 allows Standalone Microservices to be used alongside Unity 2020, 2021, and 2022. We are continuing to extend Dotnet support for the rest of the Microservice code base. We are anticipating the release of net8 in November, and we are excited to bring full net7 support to Microservices in a future release. 

Changelog

Full changelogs can be found at https://beamable.github.io/changes

Beamable June 2023 Release Review

In June, Beamable released SDK version 1.16.0, which includes support for Unity version 2022 LTS alongside a range of improvements. A few highlights from the month of June include:

Unity SDK Improvements

Beamable SDK 1.16.0 brings support for the latest Long Term Support (LTS) version. Unity 2022.3.0f1 LTS was released at the very end of May and is now fully supported by the Beamable SDK. Beamable is committed to supporting the latest three LTS versions. As such, Beamable 1.16.0 drops support for Unity 2019 LTS.

Besides that, we also added the ability to send gifts to players through Announcements, and fixed compilation bugs when using the `com.unity.mobile.notifcations` package.

Microservice Improvements

1.16.0 marks the introduction of the Scheduler API that allows for scheduling jobs for later execution. We’ll add support for managing scheduled jobs inside the LiveOps Portal, in an upcoming release.

Additionally, we also fixed an issue with Docker installations.

In recent versions, much of our focus has been given to the Standalone Microservices and CLI tools that allow you to interact with SAMS (Standalone Microservices). You can now create new Standalone Microservice projects, add additional microservices to a project using the `beam project add` command, or even create a new Beamable organization with `beam org new`.

Full changelogs can be found at https://beamable.github.io/changes

Beamable and Zebedee Simplify Bitcoin Integration

We are proud to announce a partnership with Zebedee in the Beamable Marketplace to simplify Bitcoin integration for game developers dramatically.

ZEBEDEE is a next-generation payments processor pioneering instant, low-fee, borderless and currency-agnostic microtransactions for the global digital era.

BEAMABLE allows game developers to integrate server-side features into their games without requiring extensive server-side development resources or knowledge and empowers them to effortlessly integrate server-side features into their games through a framework that can easily be imported into client-side game code.

Together, both companies can accelerate the development of the next generation of Bitcoin-integrated gaming by dramatically simplifying the process of integrating Bitcoin transactions into games by removing the need for a server or systems operations team.

Check out the full press release for more information.

Check out the Beamable Marketplace to learn more about Zebedee.

Beamable is a Wombat X Gaming Accelerator Partner

Spielworks is launching a Web3 gaming accelerator, Wombat X, to empower Web3 gaming projects. They are bringing together tools, education, and funding to help Web3 game developers accelerate their projects and grow their audiences by leveraging the Wombat ecosystem.

We are proud to be an initial partner in the Wombat X Accelerator ecosystem. At Beamable, we are committed to improving the workflow for game developers to implement meta-game systems and build out complex item economies that drive profound social and gameplay experiences. A partnership with Wombat X offers game projects the ability to take full early and discounted advantage of Beamable’s range of capabilities:

  • Integrated player authentication with wallet capability
  • A reactive game content system to propagate content changes across game clients
  • An interoperable inventory later to manage both on-chain and off-chain assets.
  • Unity and Unreal engine integration, along with advanced Cloud Code capabilities to build, extend, and integrate 3rd party game assets via the Beamable Live Services Marketplace.

You can learn more about how Beamable supports Web3 on our website.

If you have a Web3 project and want to take advantage of the Wombat X Accelerator program, head over to the website to learn more and sign up today!

Beamable April 2023 SDK Release Review

In April, Beamable released SDK versions 1.14.1, and 1.15.0. Here are the highlights from the previous month of releases. 

Our changelogs can be found at https://beamable.github.io/changes

Microservice Performance 

In Beamable 1.15.0, the Microservice performance has been dramatically improved for long-running services receiving game-level traffic in production environments.

Two major issues were addressed. Firstly, a multi-threaded access violation could occur during high-traffic periods in the deserialization pathway of a Microservice. The deserialization bug would cause seemingly random requests to fail for seemingly unknown reasons. Secondly, a running service’s max CPU utilization levels would periodically jump to 100% and stay there until a redeploy event. Microservices running at 100% CPU utilization cause extreme failure cases because there is no wiggle room for the service to process new requests.

The root cause of this error was traced to a bug during the secure websocket authorization process that happened when the remote Beamable host needed to reset the connection. Both of these issues have been fixed in 1.15.0 and result in a much more reliable deployed Microservice. 

Standalone Microservices and Storage

We’ve been working towards an advanced workflow for Microservice and Microstorage.

Previously, Beamable Microservices were tied to the Unity development environment, which brought many challenges to developers. Microservices would compile in the same dotnet framework that Unity used. Using Nuget or recent dotnet features was not possible. Additionally, it was not possible to modify the .csproj or Dockerfile files that control the Microservice.

In Beamable 1.15.0, you can use Standalone Microservices. These allow you to create a Microservice in a separate dotnet solution. You can manage your own dependencies with Nuget, customize your .csproj to use advanced capabilities, and even modify the Dockerfile if you need to. Beamable has a command line interface tool called beam you can use to create and deploy standalone Microservices. You can run the Microservice directly from your IDE of choice or run it as a docker container to closely mirror the production environment. Microstorage is also available in this standalone format.

We are still developing these workflows, but you can check out the early documentation.

Sign up to give these and many more features a try today!

Also, check out our expanding marketplace of game server solutions!

Beamable March 2023 SDK Release Review

In March, Beamable released SDK versions 1.12.0, 1.13.0, and 1.14.0. Here are the highlights from the previous month of releases. 

Our changelogs can be found at https://beamable.github.io/changes

Microservice Publish Window

In Beamable 1.14.0, we released a new Microservice Publish experience. You can read about it in our documentation. The new flow shows the publication status of each service and has a large banner explaining each step of the publishing process. We received lots of feedback that enabling and disabling services in the old flow was confusing, so we’ve re-hauled the experience for 1.14.0. Every time Microservices are published, every single Microservice is set to be “On” or “Off.” If the service is configured as “Off,” then the service will be turned off when the publication finishes.

Microservice Build Hooks

In Beamable 1.12.0, we introduced a way to run custom code before a Microservice is built. The primary use case was to facilitate a way for Microservices to copy custom files into the final runtime environment. You can read about building hooks in our documentation. At Beamable, we used this feature internally to develop the Polygon sample integration project. The project needed to copy the Solidity Compiler from the Unity project to the Microservice Docker build context and, finally, into the built Docker image. Build hooks can also be used to modify the Docker build context, run custom checks, or whatever else you can think of.

Config Defaults 

In Beamable 1.12.0, we changed the behavior of the config-defaults.txt file. The file contained connection settings for a specific Beamable Realm. Previously, the Unity editor, Unity editor playmode, and the built Unity game would all reference the single realm in the config-defaults.txt file. In Beamable 1.12.0, the connection settings in config-defaults.txt only control the connection settings for the built Unity game. The Unity editor and playmode find their connection values elsewhere, controlled by a new file in Library/BeamableEditor. The config-defaults.txt file can be written to manually or by clicking the “Save Config Defaults” button on the account summary page. 

Change Logs

Beamable 1.12.0, 1.13.0, and 1.14.0 also include a lot of bug fixes that you can review in our changelogs.

Beamable Unveils Live Services Marketplace

March 21, 2023 (San Francisco, CA) — Today, Beamable announces the Live Services Marketplace: the world’s first destination for game developers to create and share interoperable backend software that helps them build, grow and operate live games.

“Our vision is to accomplish for the cloud what Unity and Unreal accomplished with the front-end of game development,” said Jon Radoff, CEO of Beamable. “To do so, we had to create more than a place to download files: we had to create the software interfaces to compose backend gaming software in the cloud–and to interoperate with each other.”

The marketplace is built around components using the Beamable Live Services Marketplace SDK. This includes features such as:

  • A cloud-native execution environment for running code that is maintainable, debuggable and automatically scalable
  • A “data fabric” for representing the objects that exist in persistent worlds and online game economies
  • A set of off-the-shelf methods for important use cases such as scheduling events and messaging campaigns.

The Live Services Marketplace is launching with support for a number of ready-to-use integrations, as well as announcements from partners who have announced forthcoming support. Included are examples for real-time interaction (Foundry, Photon), Generative AI (Scenario, Common Sense Machines, MobGames.ai), analytics forwarding (Amplitude, Mixpanel), blockchain (Solana, Polygon, Venly, Recur, Lamina1), and monetization (GoPlay.io).

To gain access to the Live Services Marketplace SDK or see the components already available, visit https://beamable.com/marketplace

About Beamable

Beamable provides a platform for building and scaling the operations of live games, available as both a Software-as-a-Service (SaaS) version and a “bring your own infrastructure” Private Cloud deployment. The platform is tightly integrated with Unity and Unreal game engines, enabling game developers to focus on the creativity and differentiation of their products. Led by a team of game-industry and software veterans, Beamable is based in the Boston area, and has raised $14M from investors including Permit Ventures, Companyon Ventures, GrandBanks Capital and Defy.vc. For more information, visit beamable.com.

Beamable Announces Polygon Support & Investment

Today, Beamable is announcing support for Polygon developers. In addition, we’re pleased to share that Beamable has received an investment from Polygon to support integration between the Beamable and Polygon ecosystems.

Polygon is an “out of the box” integration for the Beamable Managed Inventory service. We’re also releasing the source code for people who want to see how we built it, or use it as a template for your own Beamable extension.

Our goal with Beamable’s preview release of Polygon integration is to make it the easiest and most powerful way to build a game on the Polygon blockchain. Rather than spending your time working on backend code, building homebrew live ops tools, or linking your game’s logic back to blockchain–we made it so you can focus on creativity. 

Polygon integration is built as an extension to the Managed Inventory service, so you gain access to:

  • Powerful tools to manage the live services for a blockchain-based economy: account management, customer support, event configuration, and content management.
  • Develop, update and manage item schemas and game systems using the tools developers prefer–whether that’s a game designer who likes spreadsheets, or a programmer who prefers Unity or Unreal.
  • A fully-integrated development environment that lets you work with items, access data, debug–whether in the game client or in the cloud

Next steps:

Beamable Live Services SDK for Unreal Engine 5

Today, we’re announcing that the Beamable Live Services SDK for Unreal Engine 5 is now available as a public preview. All of the source code for our Unreal Engine support is available.

For the last year, we’ve been working towards making it easy for Unreal developers to add live services to their games. And in December, Beamable received an Epic Megagrant to support our work.

Beamable’s approach to live services is to make it possible for Unreal developers to focus on the creativity and experience of their game without the headaches of provisioning, coding, and managing servers. We’ve wrapped Beamable’s rich set of live services into Unreal Blueprints so that implementing a sophisticated online game–whether a virtual world, an MMO, or games of any scale–is as easy as the node-based interfaces available.

Here are some of the things you can do with Beamable + Unreal Engine 5:

  • Store and manage persistent data about identity, accounts, inventories, events, tournaments, and any other attributes you need to store
  • Invoke microservices that implement server-authoritative game-specific systems and behaviors from player clients or dedicated GameServers.
  • A wide range of “off the shelf” systems for live events, schedules, leaderboards, stores, and other Live Ops systems
  • A complete game economy built on Beamable Managed Inventory
  • Incrementally opt-in to only the features you need by experimenting with Blueprints and then transition into C++.

Beamable’s Live Services are modular, easy to get started with, and scale as big as your game can get. We’re excited to welcome Unreal Engine developers to the platform.

Next steps

Beamable Releases Support for Solana

Today, we’ve released an “out of the box” integration for Solana to the Beamable Managed Inventory service. We’re also releasing the source code for people who want to see how we built it or adapt it to your own extensions.

Beamable’s Solana integration is the easiest way for Solana developers to build a live game: no more messing around with smart contracts, coding backends and linking them to frontends, or dealing with the complexity of making these systems work within an overall live ops environment. The Solana integration is built as an extension to the Managed Inventory service, so you gain access to:

  • Powerful tools to manage the live services for a blockchain-based economy: account management, customer support, event configuration, and content management.
  • Develop, update, and manage item schemas and game systems using the tools developers prefer–whether that’s a game designer who likes spreadsheets, or a programmer who prefers Unity or Unreal.
  • A fully-integrated development environment that lets you work with items, access data, and debug–whether in the game client or in the cloud

Next steps:

How Beamable Enables Web3 Games

Blockchain integration is entirely optional–drop it in, or leave it out according to your game’s requirements. When you do choose to build a blockchain game with Beamable, we established several guiding principles to ensure your success:

  • Authority of the chain. The blockchain becomes the source of truth about who owns what in your game’s economy
  • Automation. As ownership changes occur on-chain, these changes are automatically reflected in your game servers. Similarly, when something in the game results in an ownership change (such as gaining something from a treasure chest, or players trading with each other) these changes are automatically transacted on-chain
  • Performance. Your high-performing game servers built with Beamable provide moment-to-moment data about items–so that you can deal with thousands of API calls/second without being concerned about blockchain bottlenecks
  • Optionality. Giving you flexibility around your blockchain options while you’re still developing your game–making it possible to build around interfaces that will adapt to different blockchains.
  • Security. Robust access controls limit which game realms can record on-chain changes, and who has the authority to grant items to players.

From the game development standpoint, we wanted to achieve the same simplicity as with other Beamable systems. Beamable is built around people–meaning we think first in terms of the developer experience, and making it easy for the right people to interact according to the workflows that are mostly native to them. For example:

  • Designers can parameterize items through spreadsheets, or through form-based interfaces built into Unity and Unreal.
  • Programmers can add features to the parts that touch items from within Unity Editor or Unreal Studio, without fussing with backend code or implementing middleware.
  • Live Ops personnel can use browser-based interfaces to set up events that grant item rewards, schedule content, perform customer service duties, etc.

Every software module that interacts with items–such as account management, inventory, campaign messaging, and events–all use the same interfaces whether for an on-chain or non-chain asset. That’s because our Web3 support is built on top of the Managed Inventory service, which provides an interoperability layer around the items in your game economy.

Here are some example screens of what the support looks like for a game built on the Solana blockchain (keeping in mind that the experience is reasonably identical for any other chain that has a Beamable integration):

Here, a programmer works inside Unity–using drag-and-drop tools to add account management buttons, wallet federation, and item use to a game:

The above only takes minutes to add to a game, because everything is performed visually inside Unity Editor.

What if customer support needs to review the history of one of your players? They can just look at a player account through the Beamable Portal:

Similarly, if a customer service person has the authorization to grant an item to a player, they could do that through the Web interface as well:

In the above example, you can look at the block explorer to confirm that the player’s wallet is appropriately updated:

Get Started Now

To get started with Beamable, sign up at beamable.com and visit our github repo for the latest web3 sample code & SDKs

Introducing Beamable’s Managed Inventory Service

This article is about Managed Inventory: how it simplifies life for game developers and live ops staff–getting your game to market faster, managing things easier, and ensuring that you’re equipped with an extensible, scalable platform for operating your online game.

Managed Inventory is part of the Beamable Data Fabric: it provides an extensible, unified means of managing the items that comprise your game’s virtual economy. The benefit of Managed Inventory is that you gain access to a network of business features to boost lifetime value–without spending valuable time on data-adaptation projects, addressing permission systems, ETLs, and other bridges between game systems and important business systems.

All of the Beamable core systems “just work” with your items–and as new modules are created (either stock components from Beamable, or from the growing marketplace of third-party integrations), those advantages just snap into place. Let’s take a look at what we mean by this; the following diagram shows the many modules and people who interact with a game’s economy:

From this, we can see a number of systems are needed:

  • Designing and maintaining the schema of items in the game
  • Validators that check to make sure parameters assigned to items are within the appropriate bounds
  • Connecting the game items to servers (to maintain state in the persistent world, enforce game rules in a server-authoritative manner, and update records atomically)
  • Connecting the game items to the player experience (attaching them to front-end behaviors, UI, graphics)
  • Facilitating Quality Assurance procedures (setting up test cases with specific item load-outs, investigating issues, etc.)
  • Customer Service operations like looking at the item history for a player, adding/removing items and currencies, etc.
  • Dashboards for analytics & user segmentation related to item utilization
  • Forwarding of item data to sophisticated data science modules for applications like AI-driven offer optimization, advanced predictive modeling, lifetime value (LTV) prediction, etc.
  • Messaging campaigns (targeting players with messages or device notifications who have obtained certain items–or gifting items as rewards to players)

Similarly, the types of people who need access to these systems–and the ideal interfaces for accessing these systems–are varied:

  • Programmers usually prefer to work within their 3D engine environments
  • Game designers might configure item schemas and attributes in a spreadsheet
  • QA personnel may need access to a “cheat code” interface that grants/removes items
  • Customer service needs a web-browser interface that lets them inspect account histories and make adjustments
  • Product managers and data scientists need access to a combination of high-level dashboards as well as access to underlying item utilization data
  • Marketing and live ops staff need to be able to create messaging campaigns that target specific segments of players

Off-the-Shelf Services

Beamable comes equipped with a number of stock services that make it easy to manage your game. Assigning items to events; account management interfaces for customer support to assign/revoke items; QA interfaces; and developer interfaces for Unity and Unreal are a few of these examples.

Interfaces to item and inventory data for different users: live ops, programmer, and designers

Deployment Process

Developers work on individual features that flow into a continuous integration (CI) process, while designers; content-creators make new items, and assign items to rewards, events, and systems; and all of these new items need to be tested, and then synchronized with live updates for players.

This progression from development to testing to production frequently involves a large number of manual processes and scripts which are usually brittle, cumbersome, and error-prone. Beamable deploys all of the item information alongside other code and content changes to ensure that the live game environment receives tested and appropriate updates–when and where you want them.

Access Controls

Since there are a variety of interfaces and user types, you’ll need an access control system to control who is able to perform specific actions across the various user populations–spanning all of the realms

Access controls are scoped to user roles as well as realms (dev, testing, prod, etc.)

Validations

When a lot of people are involved in updating item data, errors can easily propagate–requiring complicated testing procedures. While testing is always a good idea, Beamable mitigates a lot of risk to your item economy by establishing validations. Because items are treated like another form of “content” in Beamable, they benefit from the same robust content validators that are built-in to the platform.

Full-stack Visibility and Extensibility

With Beamable, you have visibility into the entire software stack–including how you interact with data such as items. No more working with multiple IDEs, different data exploration UIs, or disconnected debugging processes. This is because the cloud-native microservices architecture Beamable is built around allows developers to locally instantiate the managed inventory environment, perform integrated debugging across both game frontend and backend, and add their own powerful extensions to how your game utilizes items.

Write server and client code in the same IDE, set breakpoints, debug up and down the stack

Extensibility

Because the Beamable environment is flexible and extensible, you can add your own capabilities–or easily integrate third-party functionality. Some of these use cases include:

  • Automated integration of managed inventory with blockchains for Web3 games
  • Hooks into Generative AI APIs to generate item art and descriptions as part of the production process–or live, while players enjoy the game
  • Hooks into offer-optimization systems that look at purchasing histories and structure item bundles that maximize lifetime values
  • Forwarding important events related to item assignment, consumption or economic transactions to analytics and data-science modules

Further Reading

Managed Inventory is just one part of Beamable’s fully-integrated platform for live services: an end-to-end system to accelerate the creation and operation of live games. Here are some ways to learn more about Beamable:

Beamable LiveOps Portal Updates for March 2023

A variety of changes have been released for the Beamable Liveops Portal. Here is a collection of improvements, fixes, and additions.

General Improvements & Bug Fixes

  • “Promote Realm” with the production realm as the source is now possible (with a warning displayed)
  • Message Campaigns In-Game Mail campaigns support specifying an optional Category (similar to channel in Announcements)

Analytics Dashboard

  • Retention table now distinguishes between 0% retention and unavailable data
  • Retention table default date range window now only shows full days and no longer suffers from off by one
  • Message Campaigns for Announcements now properly handle legacy Entitlement Attachments

Events & Leaderboards

  • Player Events page will always show rewards
  • Players > Events page now renders the event id as a link which takes you to the corresponding event details page
  • Players > Events page now shows the leaderboard Id that a player has been assigned to (if available) and renders it as a link
  • Clearing an entire leaderboard will no longer result in a 404 Error
  • Removing player from leaderboard in Players > Leaderboards page no longer results in a malformed and failed request
  • Players > Leaderboards section will load dramatically faster for customers with large numbers of leaderboards

Demo Project

  • Fixed missing Microservices Deployment Status
  • Fixed incorrect visualization for Player geolocation

Microservices

  • Microservices now show “status” when they are deploying
  • Portal users can now disable/enable Microservices and Storage Objects Operate > Microservices section

New Features

Portal Audit Log: Operations performed by Portal users are now logged in analytics and viewable from Realm > Analytics as a new table called client_portal_audit

Download Microservice Logs

New “Download Logs” button will export view of logs into a flat file you can download

API & Microservice Usage

New api & microservice usage graphs segmented by realms and services now available in under Account > API Usage

NOTE: Not all api usage is billable. We will be adding a way to filter only billable apis in an upcoming update.

Mutable Event Rewards: Events now support changing Event Rewards for currently running events (as well as upcoming events)

Federated Identity

Player Profile will now show external, custom authentication schemes (such as web3 wallet association) under Player Associations alongside social login

Beamable February 2023 SDK Release Review

In February, Beamable released SDK versions 1.11.0, and 1.11.1. Here are the highlights from the previous month of releases. 

Our changelogs can be found at https://beamable.github.io/changes

Federated Authentication and Inventory

In Beamable 1.11.0, you can add support for arbitrary external authentication, and manage Inventory state through arbitrary external third parties. Our documentation explains in more detail, but in short, you can use a Beamable Microservice to manage the secure interchange between Beamable authentication and whatever external authentication you need. Federated authentication could be used to integrate with Auth0, custom authentication solutions, or even blockchains. Federated inventory allows you to run custom logic on a Microservice anytime a player’s inventory would be modified, and act as the source of truth for the inventory state. The Federation of inventory enables you to manage a player’s inventory on a blockchain or back it up to a third-party source.

Presence SDK

Beamable 1.11.0 delivers a new Presence API and SDK that allows players to manage their online status. The documentation describes how to manage player presence. Any player can set their status to “invisible”, “do not disturb”, “away”, or “online”. Additionally, the presence update can include a free-text string to describe something unique about the status, such as “Playing level 4”, or “Sitting in the Lobby”. A player can view their friends’ presence status, and receive programmatic updates when the status changes.   

SDK Enhancements and Bug fixes

In Beamable 1.11.0, the Player Inventory SDK received a few bug fixes, as well new methods to make managing inventory easier. There is a new method called UpdateDelayed that will enqueue inventory updates for a player and then send them in batch. For example, instead of sending 3 separate update requests in a short time span, the new method will wait for a short period of time, collect all the updates, combine them into 1 request, and then send the single request. This will help you manage your inventory API call volume. 

Previously, in order to start using Beamable in code, you had to use code similar to the following, 

ar ctx = BeamContext.Default;await ctx.OnReady;

In Beamable 1.11.0, there is a new shortcut to get the BeamContext and await it all in one line, 

var ctx = await BeamContext.Default.Instance;

Change Logs

Beamable 1.11.0 and 1.11.1 also include a variety of bug fixes that you can review in our changelogs

Beamable January 2023 Review

In January, Beamable released SDK versions 1.10.0, 1.10.1, 1.10.2, and 1.10.3. Here are the highlights from the previous month of releases. 

Player Account SDK

In Beamable 1.10.0, we added a new accounts SDK that is observable, serializable, and collection based. Previously, in order to switch the active Beamable account, the only way was to use the ApplyToken method. Instead of manually managing TokenResponse structures, you can now use the BeamContext.Accounts. The new SDK exposes critical user stats like alias and avatar, as well as their credential information. Read about the new SDK on the Beamable documentation pages

Content SDK Improvements

Previously, Beamable used an AssetDatabase.FindAssets call during Unity domain reloads to fetch and manage local Beamable Content. Now, in Beamable 1.10.0, the FindAssets call has been removed and replaced with a custom solution. The new process uses a class called ContentDatabase which does a single file scan and caches data until the next domain reload. Additionally, large-scale content interactions with the Content Manager are much faster in Beamable 1.10.0. Previously, anytime large sections of content were added or removed, the operation would happen serially for each content object. Now, those operations are done in bulk which improves the performance dramatically. 

Dependency Provider in C#MS

Microservices have supported a form of dependency injection, but in Beamable 1.10.0, you can use the same dependency injection conventions that the Unity SDK uses. The IDependencyBuilder and IDependencyProvider are available in the ConfigureServices and InitializeServices methods. These types allow you to configure singletons or other services and access them from client-callable methods without the use of static keywords. 

Change logs

Our full changelogs can be found at https://beamable.github.io/changes

Goplay partners with Beamable

Goplay Partners with Beamable

Goplay’s free and simple platform rewards a gamer’s physical activity to motivate player spend outside of your game. By integrating with Beamable C# Microservices, game developers can effortlessly and securely add Goplay to their game and take advantage of commerce integration to provide in-game items and currencies as rewards to players.

Why Goplay?

Research shows that only a mere 2% of gamers choose to spend money in free-to-play games. Additionally, 80% of gamers do not get enough physical activity. With Goplay, gamers can engage in physical activity in the real world and use the Goplay currency, GoBits, to unlock discounts and rewards within their games. This allows players to earn in-game currency for linked games even when they are not playing, and provides game developers with a source of passive revenue 24 hours a day.

Goplay already integrates with Playfab, Unity Game Services and custom backends, and now it integrates with Beamable to make implementation into your game an easy project for your team.

If you are a Beamable developer or are a game developer looking to increase your conversion metrics (who isn’t?), head over to https://goplay.io/ and check it out!

Beamable December 2022 Review

Beamable SDK Review – December 2022

In December, Beamable released SDK versions 1.7.0, 1.8.0, and 1.9.0, and 1.9.1. Here are the highlights from the previous month of releases. 

Microservice Performance

Microservices received many performance improvements in December. Previous to Beamable 1.7, Microservices logged all inbound and outbound messages, including the request bodies and headers. The volume of log messages for high-scaled services was degrading performance, so going forward, Microservices no longer emit logs for sending and receiving messages. Additionally, logs do not automatically include the request body or header information. Of course, these can be added manually to logs on a case-by-case basis. Regarding logs, Beamable 1.7 introduced limits on max log size. Nested objects are only destructured to a depth of 3. Only 10 objects will be serialized in a collection. The max character size of a destructure operation is 500. These logging changes reduce the memory footprint of deployed Microservices which allows them to run more efficiently.

In Beamable 1.7, each Microservice instance opens multiple WebSocket connections to Beamable. Maintaining multiple connections allows the service to spread the network load across several Beamable Gateway instances, which improves reliability and performance. It is expected that each WebSocket connection may expire, but with multiple connections available, a single connection loss won’t cause a major service outage.

Due to the logging changes, the multiple connection changes, and a variety of smaller improvements to memory management and garbage collection, the overall performance characteristics of Beamable 1.7 are much better than 1.6.2. We used Locust to simulate a stress test on the two Beamable versions. In the stress test, we experimented to see how many requests a Microservice could handle before it started experiencing 504 HTTP timeout errors. 

Beamable 1.6.2’s performance profile.
Beamable 1.6.2’s performance profile.
Beamable 1.7.0’s performance profile.
Beamable 1.7.0’s performance profile.

The key takeaway is that Beamable 1.7 never encountered latency above 2.5 seconds while 1.6.2 had p95 latencies of around 4 seconds and experienced 504 HTTP timeouts due to response times exceeding the 10-second timeout period.

Prefetch Content

In Beamable 1.8, Microservices prefetch all Beamable Content before accepting user traffic. When the service starts up, it will download the entire content manifest. Subsequently, any request to fetch content will be handled by the content cache. 

Cancellation Token

Finally, In Beamable 1.9, we introduced a CancellationToken accessible on the Context property in each [ClientCallable] function. Consider the code snippet below, 

[ClientCallable]
public void SpinForever()
{
  while (true)
  {
     // do nothing.
  }
}

The SpinForever function will never complete due to the non-terminating while loop. This is extremely bad for performance and efficiency, especially in a deployed environment. Every [ClientCallable] function is run in its own Task instance. In dotnet, many Tasks are scheduled per Thread, and then Threads are scheduled by the underlying operating system. If a single Task keeps running, then any other Task scheduled on the same Thread will never get a chance to execute. Essentially, the non-terminating while loop kills an entire Thread instance. This reduces the performance of the service and also causes the CPU to spike to 100%. If you see your deployed service CPU at 100%, you should double-check your code for non-terminating loops or recursion. When the CPU is pinned at 100%, it will cause additional server instances to spawn in the Beamable Cloud. Unfortunately, those new instances will be susceptible to the same underlying issue, and will likely also get pinned at 100% CPU.

In Beamable 1.9, you can change the above code to this snippet. The ThrowIfCancelled function will throw a TaskCancelledException after 20 seconds, and cause the Task to finish. There is also a IsCancelled boolean available on the Context that will return true when the request has timed out.

[ClientCallable]
public void SpinForever()
{
  while (true)
  {
     // do nothing.
     Context.ThrowIfCancelled();
  }
}

Editor Performance

Beamable 1.8 and 1.9 include several performance improvements for the Unity Editor experience, specifically concerning Content and Microservices. From our internal testing using the Editor Iteration Profiler, we saw a 20% speed improvement for domain reloads in a project with 2.5 thousand content objects, and about a 30% speed improvement in projects using several Microservices. 

In both cases, these improvements can be attributed to fewer memory allocations and Reflection operations. Unfortunately, in a few critical places in the Beamable SDK prior to 1.8, System.Linq commands were causing a lot of memory allocation which led to large garbage collection passes. Additionally, we identified several opportunities to cache information instead of recomputing it every domain reload. 

Visual Changes

In Beamable 1.7.0, we continued moving the Beamable tool windows to a modern flat User Interface design. The Content Manager and Toolbox have refined interfaces that make it easier to recognize key features. 

New UI

Additionally, in Beamable 1.8, the default avatars have been replaced with grey-box user icons. If you are upgrading from a previous Beamable version, you will continue to see the old avatars until you delete the Assets/Beamable/Resources/AvatarConfiguration file and it is regenerated.

grey box avatars

Local Content Mode

Beamable 1.7 introduced Local Content Mode. From the Project Settings, you can enable Local Content Mode, which changes all content fetching in PlayMode to read content from your local disk instead of downloading it from the Beamable Cloud. This can help speed up your workflow when making subtle content changes to custom content objects. 

Change Logs

For a complete list of changes, please review the at https://beamable.github.io/changes

Product announcement Beamable Private Cloud

Announcing: Beamable Private Cloud

Since the launch of Beamable, we have had the opportunity to connect with thousands of game developers. Most of you tell us how transformative it is to be able to start building your dream game without getting bogged down in backend coding, standing up new servers, or handcrafting the same live services that thousands of other games already have.

But we have also heard from larger developers that you need more: not only the simplicity that Beamable brings but the ability to operate it on your own infrastructure. You need the ability to customize the entire code stack and run it in an environment that you have total control over.

We are pleased to announce that this is now an option with Beamable!

Beamable Private Cloud allows you to take a fork of the Beamable environment and launch it on your own infrastructure. You get all of the simplicity, workflow advantages, and acceleration that Beamable brings to your game development – with the comfort of operating within your own environment, tweaking things however you need.

Our new offering is geared towards AAA developers and others with large audiences. With that in mind, we are also adding a new option: Beamable Co-development. Sometimes you need the support of highly customized features or integrations. We are here to support you! Currently, this option is only available to Beamable Private Cloud customers.

If you have a game with over 1M MAU – or expect to have that many players – we encourage you to get in touch to explore these options. Here’s how: https://beamable.com/why-beamable/beamable-private-cloud

Beamable receives Epic MegaGrant

Beamable receives an Epic MegaGrant to accelerate Unreal SDK development

BEAMABLE BRINGS LIVE SERVICES INTO THE UNREAL ECOSYSTEM WITH HELP FROM EPIC MEGAGRANT

Beamable opens Early Access program for Unreal Live Services SDK

December 8, 2022 (Boston,  MA) — Beamable, a platform for adding live services to games, today announced the Early Access program for the Beamable Unreal SDK. This expansion is supported by an Epic MegaGrant from Epic Games.

The vast majority of popular games are built around the games-as-a-service business model. These games need systems for data persistence, custom server code, live content pipelines, identity, social systems, and sophisticated economies. However, these features typically require complicated backend programming and systems integration. Beamable’s mission is to make it easy for developers to focus on the creativity of their games without getting bogged down with the scalability, security, and workflow associated with live services.

“Unreal Engine is at the forefront of gaming and spatial computing,” explained Jon Radoff, CEO of Beamable. “It is the 3D engine used by leading developers who are building immersive, expansive, and visually-stunning games–as well as the emerging applications of the metaverse. Now, Unreal developers may build connected experiences and persistent, virtual worlds more easily than ever before.”

Beamable’s unique advantage is that it makes building games with live services simple and scalable: instead of coding a custom backend and figuring out how to connect all of the pieces, you work inside your 3D engine using drag-and-drop tools. When you need custom server logic, you create composable microservices that extend your 3D engine’s native programming environment. As part of its SDK for Unreal Engine, Beamable’s roadmap includes Blueprints support, as well as integrations for the Epic Games Store and Epic Online Services (EOS).

To join the early access program for the Beamable Unreal SDK, visit https://beamable.com/unreal

Blue prints integration

Multiple gameplay sessions supported

Beamable feature integration

About Beamable

Beamable provides a Software-as-a-Service platform for the operations of live games. Led by a team of game-industry and Software-as-a-Service veterans, Beamable is based in the Boston area and backed by investors including Permit Ventures, Companyon Ventures, GrandBanks Capital and Defy.vc. For more information, visit beamable.com.

Beamable November 2022 Announcement

Beamable SDK Review – November 2022

In November, Beamable released SDK versions 1.6.0, 1.6.1, and 1.6.2. Here are the highlights from the previous month of releases. 

Fresh Microservice Manager

The Microservice Manager received a major upgrade in Beamable SDK 1.6.0. The goal was to reduce the complexity of the user experience by removing duplicated information and ambiguous components. The changes include:

  • The local status icon that had been in the upper-right corner of each service card has been removed. The local status is indicated by the Play button of each service card.
  • The remote status icon has been moved to the upper-left corner of each service card, and is integrated into the service type icon.
  • There are new quick access buttons for Local Documentation and opening the C# code in the upper-right of the service cards.
  • The checkboxes in each service card have been removed. The play button at the top of the window now spawns a dropdown with a multiselection for which services to run.
  • Finally, the log view will automatically truncate and paginate logs above 5000 characters. A new button at the bottom-right of each service card allows you to copy the selected log to the clipboard.

These updates to the Microservice Manager are intended to streamline the user experience and reduce the onscreen complexity.

Bug Fixes

Beamable 1.6.0, 1.6.1, and 1.6.2 also included bug fixes.

  • The Microservice publish window had some strange edge cases regarding multiple instances of the window.
  • Additionally, the Party SDK events no longer trigger more than once if a player exits and rejoins a party.
  • There was an ordering bug with the Observable SDK that caused the OnElementsAdded event to trigger before the elements were available in the observed list.
  • Now, when the OnElementsAdded event is triggered, it contains the newly added elements as a parameter, and the underlying list has the new elements. 

Video Demo

Check out this YouTube overview of all these changes and fixes:

Change Logs

Our changelogs can be found at
https://github.com/beamable/Changelogs/blob/production/com-beamable-changelog.md

Beamable SDK Review – October 2022

In October, Beamable released SDK versions 1.4.0 through 1.5.2. Watch this overview with Beamable engineer Chris Hanna for a tour of features, or check out this quick blog post of notable enhancements.

Microservice Stability

We’ve spent a lot of time focusing on Microservice stability over the past month. Several bugs have been addressed, including Microservices being stopped when entering Play mode, errors during Microservice building, DockerNotInstalled exceptions, and various UI glitches. The publish flow for Microservices has also been improved and the TaskCancelled exception and curlError issues have been resolved. 

Party SDK

In Beamable 1.4.0, we released the Party SDK. The Party SDK allows players to invite their friends to groups before entering a Lobby or Matchmaking. Each Party has a leader, and when the leader is placed into a match, the rest of the party will be as well. The party leader can promote or remove other members of the party. The Party SDK is built with Beamable’s observable SDK pattern to make it ergonomic and easy to work with. 

Unity Asset Store 

Beamable is now available to download from the Unity Asset Store. Previously, Beamable could only be downloaded from the Unity Package Manager. You can download and import Beamable into your projects from the Unity Asset Store, without the hassle of needing the old Beamable package installer. Beamable distributions will continue on Unity Package Manager and are still the place to get access to the latest builds and preview releases before they become available on the Asset Store. 

Auto-Generated SDK

The SDK includes an advanced way to communicate with the Beamable servers. The Beamable APIs are documented with the standard Open API specification. The Open API specifications are used to automatically generate C# client code that can be used alongside the regular Beamable SDK. Of course, we recommend that you use the Player-Centric SDK whenever possible, but there may be highly customized scenarios beyond what is already covered by the Player-Centric SDK. In those cases, the auto-generated SDK provides a bare-bones way to communicate with Beamable without introducing any abstractions.  

SDK Enhancements

Between Beamable 1.4.0 and 1.5.0, there have been many usability improvements to the SDK. The Search Stats method accepts more types for query parameters, such as long, to enable searching for stats with the greater-than or less-than operators. The SimNetworkEventStream can be augmented with a custom fault tolerance algorithm. Custom Content C# classes now support nullable primitive types. MailUpdate and MailSend objects support expiration dates. Check out the changelogs below for a full list of improvements! 

Change Logs

Our changelogs can be found at
https://github.com/beamable/Changelogs/blob/production/com-beamable-changelog.md 

 

Beamablea joins MongoDB for Startups

Beamable Joins MongoDB for Startups Program

October 19, 2022 – Boston, MA – Today Beamable is announcing acceptance into the MongoDB for Startups program which targets early-stage, high-growth startups with additional support, co-marketing, and industry connections. MongoDB is at the center of Beamable’s live services platform. Beamable makes heavy use of Mongo Atlas inside of its base services, as well as offers up direct access to native mongo instances with the Beamable persistent microstorage option.

Beamable C# MicroStorage is a tool that enables developers to create, deploy, and manage serverless MongoDB databases all from within Unity. Game teams get full access to a database through Beamable C# Microservices, or through any third-party database tools you prefer. We’ve pre-packaged data snapshot and restoration tools, as well as a data explorer so game devs can visualize, edit, and monitor their data. Beamable also provides a raw connection string to the database so developers can use the workflow and tools that work best for them.

With C# MicroStorage powered by MongoDB, game teams can leverage geospatial queries, time-series data, multiple indexing, and take advantage of the ease of NoSQL document storage techniques to build their games. That could include implementing user-generated content systems (UGC), or any other custom mechanic that requires persistent data.

Beamable is dedicated to delivering the best of MongoDB, without any of the hassles. When a game scales up to support millions of players, Beamable’s MicroStorage will scale with it. Now, as a member of the MongoDB for Startups program, MongoDB will be there to directly assist along the way.

For more information about Beamable’s MicroStorage option, view the documentation.

 

 

Beamable enters the Unity Asset Store

Beamable joins Unity Verified Solutions Program

Boston, October 11, 2022 – Beamable, a fully managed LiveOps game server platform, announced today that it has joined Unity’s Verified Solutions program and that the Beamable Live Game SDK is now available in the Unity Asset Store. As a Verified Solution, the Beamable Live Game SDK has passed rigorous quality assurance testing by Unity to ensure it is optimized for the Unity editor and enables a seamless workflow for Unity developers to rapidly add game server features like social, commerce, content management, multiplayer, and LiveOps orchestration to any Unity game project. 

Jon Radoff, CEO of Beamable notes, “It is exciting to be approved for this program by Unity as the first verified LiveOps platform in the Unity Asset Store. Our mission is to make it easy for game developers to build live games and becoming a Verified Solution means developers can build game servers faster than ever in C# right inside of Unity. ”

Once installed in a Unity project, the Beamable Live Game SDK comes with an integrated web portal for game, content, and commerce management, custom microservices you can author in C# to power fully managed and scalable game server features, and a range of managed services to rapidly implement stores, inventory, leaderboards, live events, groups, chat, friends, tournaments, and more. 

“Our goal is to eliminate the friction between game client and game server development,” explained Beamable CTO Ali El Rhermoul. “Instead of having to add different paradigms, cloud code languages, and infrastructure on top of your Unity development, with Beamable you can do everything in one language with one developer workflow. All of your game code, client and server, lives together in one repo with integrated DevOps, build process, and content promotion.” 

Download the Beamable Live Game SDK from the Unity Asset Store today to gain access to a LiveOps portal and C# microservices that let you create completely customized backend code that is automatically scalable and fits into your native development processes in Unity.

UPDATE May 2023: Beamable removed its SDK from the Asset Store due to the cost of maintaining a listing. Beamable can be downloaded directly by registering on this website.

About Beamable

Beamable fights for the game makers of the world by enabling them to build faster and operate worry-free. The company’s full-stack LiveOps platform for live games is tightly integrated with the Unity 3D engine, enabling game developers to focus on the creativity and differentiation of their products. Beamable is based in the Boston area and led by a team of game-industry and software-as-a-service veterans and backed by investors including Companyon Ventures and GrandBanks Capital.

Beamable & Solana

Beamable Expands into Web3 Live Services for Games

Beamable adds funding that expands Web3 live services and receives investment from Solana Foundation

October 04, 2022 (Boston,  MA) —

As of October 2022, over 4,000 unique game projects have started on the Beamable platform. The type of games spans every category of online game experience: mobile games, PC games, virtual reality (VR), and consoles. One of the largest segments of growth has been web3 games: projects that use blockchain for building open economies. Today, Beamable announces its roadmap for web3, as well as an investment from Solana Foundation to support this expansion.

“The big shift in 2022 is that web3 game projects have moved beyond proofs-of-concept,” said Jon Radoff, CEO of Beamable. “Games we’re seeing today have longer development horizons, more experienced game design teams, and a focus on the inherent fun of the experience. These games use next-generation blockchain technology that is scalable, fast, and ecologically responsible.”

Games building on Beamable have used several layer-1 blockchains. These technologies use proof-of-stake algorithms which are energy efficient, fast, and highly scalable. Games built on these blockchains offer access to marketplaces, decentralized trading platforms, and other composable technologies that enable game developers to build games that leverage a vast community of interoperable software.

As part of the expansion into Web3, Solana Foundation has made an investment in Beamable. Recently, at Korea Blockchain Week, Beamable was included as a key element of the Solana GameKit technology stack–intended to accelerate the development of blockchain games built on Solana.

Beamable’s unique advantage is that it makes building games built on live services easy and scalable: instead of coding a custom backend and figuring out how to connect all of the pieces, you build games using Unity–the most widely-used game engine–and use drag-and-drop interfaces to configure your economy, social systems. Similarly, server logic can be created using highly composable C# microservices. Beamable’s vision for Web3 is to make building a game for blockchain as simple as clicking your preferred layer-1 provider, bridging the world of blockchain with the high performance and familiarity of a game server.

To learn more about Beamable’s Web3 technology, visit https://beamable.com/why-beamable/web3-integration. Learn about the company’s vision for live games at https://beamable.com/about 

About Beamable

Beamable provides a Software-as-a-Service platform for the business operations of live games. The platform is tightly integrated with the Unity 3D engine, enabling game developers to focus on the creativity and differentiation of their products. Led by a team of game-industry and Software-as-a-Service veterans, Beamable is based in the Boston area, and backed by investors including Permit Ventures, Companyon Ventures, GrandBanks Capital and Defy.vc. For more information, visit beamable.com.

Beamable Pricing Overview

Why does Beamable price the way that it does? Here is a detailed overview of the goals and details of our subscription and enterprise pricing models.

Pricing Goals

Our pricing is the result of the requirements placed on Beamable to provide business-critical infrastructure. To be successful, we need to succeed at the following:

  • Make the problems of game server patchwork, integration, and DevOps go away. 
  • Allow teams to orchestrate, operate, and drive the success of their games with advanced LiveOps tools.
  • Deliver high performance and low latency at any level of game scale.
  • Seamlessly accommodate 3x-10x traffic surges to a game based on marketing, UA, and re-engagement campaigns.
  • Provide bulletproof security in different client, server, and hybrid/3rd-party architectures.
  • Achieve a minimum of 99.9% uptime at the Enterprise level.
  • Provide new and enhanced features that keep pace with the rate of game tech innovation and player expectations.

Pricing Summary

At a high level, here is how our pricing works:

  1. Beamable charges $10 per 1M API calls with no-commitment On-Demand pricing.
  2. Above the free tier, you agree to a monthly subscription to unlock developer seats, # of allowed microservices, access to custom reporting, and increasing levels of support.
  3. Monthly subscriptions are month-to-month and can be canceled or downgraded with a 30-day notice. 
  4. If you go above a tier’s included API calls, dev seats, or microservices, you automatically move up to the next tier. You will be notified in advance and have 3 days to reduce usage back to a lower tier level.  
  5. For larger games, you can agree to Reserve Pricing on a 12-month contract with additional Enterprise benefits. 

$10 per 1M API calls

This is an all-inclusive price. Beamable does not charge for storage, bandwidth, or internal calls. We do not charge separately for cloud code, LiveOps tools, or DevOps tools. This gives you the game developer unprecedented control over your costs by making efficient use of the Beamable APIs and any requests you make over the gateway. 

A Monthly Subscription

You can start a trial of Beamable for free. As you scale up your project, your team, and your usage with more dev seats, realms, or custom C# Microservices, you’ll be required to tier up your subscription. The higher tiers also come with more support for your implementation. You can see the breakdown of these tiers on the pricing page.

Free Indie* Dev Studio Reporting Pro Pro Plus
Subscription $0 $30 $100 $200 $300 $600 $1,000
Dev Seats 1 3 3 10 10 20 30
Included API Calls 100k 3M 10M 20M 30M 60M 100M
API Overage N/A $10 per 1M $10 per 1M $10 per 1M $10 per 1M $10 per 1M $10 per 1M
Microservices++ 3 3 3 9 9 18 27
Addl Microservice n/a $30 $20 $20 $20 $20 $20
Athena Access No No No No Yes Yes Yes
Support Discord Discord Email Email Email Private Chat Private Chat

Subscriptions are billed for all games and realms at the customer (CID) level

* Indie tier only available to independent/international game teams with no revenue or funding.

++ Microservices are counted per service per realm. 1 microservice in 3 realms (dev, staging, and production) counts as 3 services. 

Enterprise Pricing

If you have a larger game project with >200M API calls, it makes sense to contact us about Reserved Pricing that has a few advantages:

  • Pre-buy 12 months of API calls with a monthly commitment. 
  • Any API calls not used in that month do roll over to the next month to offset future overages.
  • Any API calls not used in 12 months do not roll at contract renewal. 
  • Customers can increase the monthly commitment at any time in the contract term to achieve more savings. 

Contact us to discuss your Enterprise Pricing needs

Summary

  • Beamable is free to develop for a single developer with less than 100k API calls per month and up to 3 microservices.  
  • Additional Dev seats, Microservices, and API calls are available at Dev ($100 a month) or higher tiers.
  • Additional Microservices at any tier can be purchased incrementally for $20 each.
  • Custom reporting access is available at Reporting tier ($300 a month) or higher.
  • Private chat and additional support are available for $600+ subscription plans.
  • Additional monthly API usage is billed at $10 per 1M API calls.
  • Reserve pricing, API call rollover, and additional discounts are available for games making more than 200M API calls per month.  
  • Enterprise support (with regular meetings and an SLA) is included with all Reserve Pricing plans.

New Beamable LiveOps Portal Release – September 8, 2022

Beamable has released an update to our LiveOps Portal.

Features
  • Trials: It is now more visually obvious how to add “OR” and “AND” conditionals
  • Message Campaign table row shows “English (Default)” badge alongside the other languages
  • Content Rollback is now possible via the Portal
  • Messaging editor supports adding a picture via paste command
  • Write access and visibility parameters added to player search by stat.
Bug Fixes
  • You can now Edit User Permissions of newly added users
  • Message Campaigns: Fixed how Button Editing Tooltip disappears too quickly
  • Join Now link on invites for new game developers/admins added to an account is now fixed
  • Punctuation in studio names is now blocked during registration form validation

Sign up for Beamable today and give it a try!

How to Launch Games Faster with Beamable

The real challenge in game development isn’t building the game—it’s building the game efficiently

Building efficiently means getting your game out into the world faster so you can generate revenue from your players and sustain the game and player experience for years to come. 

The time it takes to develop a game ranges tremendously—anywhere from a few months for a simple game to five years for a more complex one. (Although, if you’re really good, you might be able to build a game in 15 minutes). But besides complexity and budget, what’s the biggest time factor?

How you build and launch it. 

You could create everything from scratch—from the game engine and server infrastructure to the data design and content pipelines. But a better option is to streamline the process by taking advantage of a game development system that takes care of the development infrastructure for you. 

Read on for three ways you can save time and get to profitability faster by launching your next game with Beamable. 

1. Use Unity Frameworks and Prefabs

You want to spend as much time as possible on your core game loop and differentiating factors like story, character, world-building, and compelling gameplay mechanics. But the more time you spend worrying about DevOps, system integration, and server build-outs, the less time you’ll have to focus on your actual game. 

Use a pre-developed architecture to avoid reinventing the wheel. Game development platforms like Beamable let you enjoy robust game server architecture without having to develop it from scratch. It saves you time on backend programming, server scaling, and live operations.

Drag-and-drop prefabs also save you time coding. Rather than building game elements from scratch, you can simply customize a template. For example, game economy prefabs, like inventory, stores, and virtual currency, allow you to quickly build a functional game economy for your users. These aren’t just easy to duplicate since they also make it easier to edit without causing a cascading effect throughout your game code, saving time on testing.  

Create social systems that drive engagement and player retention to drive early growth and initial profitability. For example, in early versions of the game, enable groups or guilds, leaderboards, tournaments, in-game messaging, and time-limited events that build compelling engagement loops. The higher your retention, the faster the game will be financially sustainable.

2. Host and Update Games Live

Launching your game is just the beginning. After that, there are constant updates, optimizations, and adjustments you’ll need to make to stay relevant and increase engagement. 

Live operations (LiveOps) are changes you can make to your game without having to release a new version. They can include changes to gameplay, design, or characters. By doing live updates, you don’t waste time taking your game offline to update it. LiveOps also lets you ship faster because you’ll know that you can make further changes and modifications as you go. 

Save to the cloud. Cloud save automatically syncs player data to the cloud, so you don’t have to worry about servers crashing or losing data if a player’s wifi drops. It’s efficient because it helps keep data in sync even if there are server or player internet connection issues. 

3. Learn About and Delight Players

There’s more to a game’s success than the game itself. There are analytics, sales, and customer feedback. Building your game efficiently means ensuring these are in place from day one so you can make informed product decisions and optimize revenue. 

Implement analytics. Player usage data helps drive business insights and improve your game, which can save you time. Analytics equips you to make the right product decisions so you don’t waste time building the wrong features. 

The fastest way to access this data is with the pre-built tools offered by a game development platform—things like frictionless player authentication and instrumentation. With one line of Beamable’s code, you’ll know everything your players are doing in the game—their sessions, spending, and usage statistics. 

Include the commerce features that drive conversion and revenue. You might want to offer the basic in-app stores and player offers, but you can take your revenue to the next level by also providing segmented offers, timed offers, and a range of localized and customized A/B testing and trials. Including these from the beginning reduces your time to profitability.

All of these features come out of the box with Beamable. Our system comes stocked with full web-based tools to manage in-app sales, host a calendar of events, create engaged communities around your game, and perform critical player support.

Drive Success with Efficient Development

The best games take time to develop—there’s no way around that. But there are ways to work smarter and faster. You get to choose: do you build the in-game chat functionality yourself? Or do you simply use a template and customize the look and feel?

Beamable can help you launch a compelling and revenue-generating game by giving you access to a rapid workflow. It offers a Unity framework with pre-designed game modules to save time during development and gives you LiveOps tools to quickly update games and keep users engaged. You’ll also get the business intelligence tools you need to optimize your game to consistently delight players.

The efficiency pays off. Game studios using Beamable have reduced their required team by up to 5 people just through DevOps and LiveOps tool efficiency. Plus, a Beamable implementation can be fast—it can take only 2-3 months to create your entire game server backend. 

Sign up for Beamable today to build better games faster.

Tiny Digital Factory Turns to Beamable for GameSparks Migration and New Titles

Since 2015, Tiny Digital Factory (TDF) has been an independent developer and publisher specializing in the exciting world of mobile motorsports gaming. By 2017, the experienced team of over 30 game developers looked to Amazon GameSparks to provide critical backend game server infrastructure for free-to-play mobile titles. When TDF was told that GameSparks was going away, they had to rapidly find a new game backend partner. Read on to learn how they chose Beamable.

Challenge

In August of 2021, Amazon announced it was sunsetting GameSparks which sent Tiny Digital Factory on a search for a new game backend-as-a-service (BaaS) partner. The team at TDF was already considering making a backend game server move and the need to migrate off by September of 2022 was the motivation to rapidly and methodically search the market for a new solution for GT Manager and other new projects.  

Tiny Digital Factory faced three main challenges when evaluating backend game solutions:

  1. Multiple programming languages – Most game server technologies require you to write your game client code in one language and your game server in another. In the case of TDF, their games are built in Unity using C# and they often have to switch to a cloud code script like Javascript in order to implement game server features. Writing Javascript is not difficult, but without specialized developers, it is hard to optimize. 
  2. Performance – Due to the lack of specialization in multiple languages, managing game performance as the number of players increases is a challenge. You can write functional code in a scripting language like Javascript, but as the number of calls by active players increased, scalability became a real challenge. The new solution would need to scale much more predictably. 
  3. Timeline – With GameSparks scheduled for sunset in less than 12 months, whatever solution was chosen for migration would need to be rapidly implemented. There had to be solid support and clear parity across critical game features. 

Solution

Tiny Digital Factory found out about Beamable from the GameSparks Migration documentation. There were a number of very clear examples of how Beamable features lined up with GameSparks features which made it easy to understand how the migration would take place. It was also important that whatever game backend TDF moved to next, it should have deep Unity integration and leverage C# as the primary cloud code language.

Beamable checked both boxes. 

Of particular value was Beamable’s C#Microservices with MicroStorage feature. Being able to write C# side-by-side on the client and server, have everything live in the same Github repository, and use the same systems for pull requests and developer workflow was judged very unique and desirable by the TDF team. 

Finally, Beamable’s PRO Support plan checked all the boxes to ensure that the Tiny Digital Factory team had everything they needed for their migration. 

“Every developer working with Beamable is in slack. The fact that we can get a simple answer most of the time and a deeper one in a few hours is really great.” 

Results

Tiny Digital Factory successfully migrated GT Manager within five months and has proceeded to build new projects on Beamable. 

“Working directly in Beamable, it has gone faster than expected. Building, deploying, testing is really fast!” 

One of the biggest surprises working with Beamable has been the speed of new developer onboarding. Since everything is in C#, Tiny Digital Factory can bring on a new Unity engineer, get them set up with their environment, and in one day that developer can create a C# Microservice, make material changes, and start checking in code that moves the game roadmap forward. 

“The onboarding is really, really fast for C# devs. For anyone that needs a backend with Unity, Beamable should be the first one they think about.”

To try Beamable for yourself, sign up for free and see what you can accomplish. Check out our sample projects and contact us with any questions. We are here to help you be as successful as Tiny Digital Factory!

Beamable Releases Unity SDK 1.3.0

Beamable is happy to announce the release of our Unity SDK 1.3.0. You can read about all of them in the changelogs, and see the highlights below. Also, check out the demo video with Beamable Engineer Chris Hanna as he walks you through the newest features!

Better Microservices

Microservices are a major focus of Beamable 1.3. Perhaps the largest improvement is the ability to archive microservices that you no longer need. When you archive a microservice, you can delete all of the relevant local files, and remove the microservice from your future deployments.

Speaking of deployments, Beamable 1.3 adds a verification phase to the deployment process so that microservices that fail to start won’t be allowed to deploy to the realm. The deployment process can take a long time, so in 1.3, we’ve made sure you can alt-tab away from Unity and focus on other work while the deployment is in progress.

Additionally, if you’ve decided to disable a service, Beamable 1.3 will not upload the service, which saves you time. Beamable will now accept microservices built for ARM and AMD-based CPU architectures. You can select which architecture to use locally as well as for deployments by using the settings in the Project Settings / Beamable / Microservice window. There are also several improvements for local development speed, such as pre-fetching the Beamable base Docker image, caching Dotnet and NuGet restore flows, and consolidating startup actions. 

Workflow Enhancements

Beamable 1.3 has several improvements for the developer workflow in Unity, such as realm permissions, Beamable environment switching, and various bug fixes.

As a team lead, you can use the Live-Ops Portal to manage realm permissions for team members. Beamable will respect these permissions on a per realm basis, so that a developer can be an admin on their personal development realm, allowing them to publish content and microservices, but only be a tester on the production realm.

If a developer wants to experiment with the latest and greatest Beamable packages, they can change their manifest.json file to point to the nightly track of Beamable package releases. However, the nightly Beamable builds use Beamable’s internal development servers. Until Beamable 1.3, this meant that you’d need to create a new customer account on the nightly track to test new features. Now, you can use the Environment Switcher in Window / Beamable / Utilities / Change Environment to select between Beamable’s development or production servers. Learn more about the environment switcher here: https://docs.beamable.com/docs/unity-editor-login

More Functionality

Beamable 1.3 brings new functionality for social interactions between your players. The new managed Friend system allows players to invite, block, or remove other players as friends. Learn more in the docs here: https://docs.beamable.com/docs/friends-feature-overview

The Beamable Party SDK is available as a preview feature and allows your players to form groups before entering the Lobby flow.

Chat SDK capabilities have been added to the Microservices SDK.

Finally, you can access request headers in the Microservice which empowers you to make decisions based on the player’s application version, or Beamable version. Learn more about it here: https://docs.beamable.com/docs/microservices-code

Detailed ChangeLogs

Full changelogs can be found at:

Get Started!

To try Beamable for your game project, sign up for free today!

How Old Skull Uses Beamable to Enhance Their Games with LiveOps Features

For over a decade, Old Skull Games has carved out a reputation for developing high-quality, creative games for mobile, PC, consoles, and other cutting-edge platforms. 

But it hasn’t been entirely smooth sailing. As they began to expand their game offerings and player experiences, they realized they needed more than their previous game development infrastructure (Firebase) could handle. After a brief try building their own infrastructure, Old Skull Games found Beamable’s live game platform—and they haven’t looked back.

Read on to learn how Old Skull Games brought Beamable into their game development process.  

Challenge

Old Skull Games began their journey using Google’s Firebase as their primary game development infrastructure. It was successful for several years, and Old Skull used it to create several popular and well-loved games. But eventually, the cracks began to be too large to ignore. 

For one thing, Old Skull found that they wanted to be able to update their client’s game more easily than Firebase could allow. They wanted to be able to edit game data live. Unfortunately, their Firebase infrastructure only allowed them to do this through an official game release. Second, Old Skull wanted to have two different environments for the game—one for testing and one for deployment. Firebase was unable to accommodate their need for a double environment.

“Not having two different environments was becoming increasingly problematic in order to test live features before a launch.”

Most critically, Firebase was significantly limited in what it could accommodate in terms of live operations features, like live events, promotions, and announcements. When Old Skull saw that the next games in their development pipeline would require more and more live operations, they recognized a better infrastructure solution was needed. 

“We decided that our current, but especially future games, will rely more and more on Live Operations features in order to be successful.”

Old Skull tried to build their own player cloud save feature, but the results were poor: the feature was buggy and unreliable. It also began to take their developers’ time away from game development. Eventually, they began to look for an alternative solution that could accommodate their Live Ops needs.

Solution

Beamable was recommended to Old Skull by Amazon through the Amazon Partner Network membership. They chose it because the Beamable platform had all the key features that their games needed to operate in a live, connected game context: the Live Game Platform, player authorization, and cloud save.

Old Skull implemented Beamable’s solution over four months. This quick implementation was possible because of Beamable’s integration with Unity, the game engine that powers Old Skulls’ games. The solution immediately worked as intended, freeing the Old Skull team up enough that they began to consider additional Beamable features, like A/B offer trials and player segmentation. 

Old Skull also signed up for Beamable’s PRO Support service. This hooked them up with on-demand support as well as weekly work sessions in a private Slack channel with Beamable’s engineering and customer success teams. They used these sessions to ask questions, identify barriers to development, brainstorm solutions, and report on progress. 

“When we had a major problem with CloudSave, the support team reacted straight away, fixed the issue, and released a new version on the same day to help us address the situation.”

Results

Beamable was exactly the solution Old Skull was looking for:

  • Multiple environments. Beamable enabled them to set up several environments so they could have an isolated test environment for new updates. These were particularly useful for Time-Limited Events that are common throughout Old Skull’s games.
  • Content manager. Beamable’s content manager allowed Old Skull to modify game data live, without needing to release an entirely new update. 
  • Support. Old Skull has been pleased with the level of support they’ve received from Beamable—especially compared to the support they received from Firebase. They have described Beamable’s support as competent, humble, and caring.

Compared to Firebase, Beamable was a massive upgrade. Old Skull not only continues to use Beamable, but they continue to add more features to enhance their game offerings. 

Old Skull’s team of innovative game developers delivers engaging experiences on mobile devices, PC, and console platforms. Increasingly, those games require Live Ops functions that not all game development infrastructure can provide. Beamable’s platform provides everything Old Skull needs to give their players a live gaming experience that keeps them coming back.

Try a sample project yourself and see how Beamable can help you deliver top-tier gaming experiences to your audiences. It’s free to develop and you only pay for what you need at game launch. Download Beamable today.

Beamable Unleashes The Last Barbarian – A New Playable Prototype

A group of 4 members of the Beamable development team participated in a game jam last week and were tasked with coming up with a new playable game at the end of two days. The game, built on Beamable and developed in Unity, is called The Last Barbarian and is playable in your browser on PC and MAC here. If you’d like to learn a bit more about the game, keep reading!

The game can be played using arrow keys, a mouse or the on-screen touch controls and the objective is to survive waves of enemies and score as high as you can on the leaderboard. As you can see in the below screenshot of the interface, the UI contains information including an exp bar, your health, the number of points you’ve accrued in your run and which enemy wave you are currently on and many of the features within the game are using features that can be added to any game using one click with Beamable.

The game also harnesses to power of Beamable in order to create a Hero Profile which can be accessed between attempts at scoring on the leaderboard and gives players the ability to use the gold they acquire during matches to permanently upgrade their character making them go even further in their next run.

Also powered by Beamable is The Last Barbarian’s live leaderboard, which tracks every player that plays and ranks them by the highest score they’ve achieved while playing. Send the game to some friends and see if you can beat them!

Built in Beamable, The Last Barbarian is playable here. Want to build your own The Last Barbarian? Sign up for free today and start adding features to your game like Leaderboards, Currency and more with the ease of one click!

How To Rapidly Build A Game In 15 Minutes With Beamable

In today’s blog post our Lead Unity Engineer Chris Hanna is here to help you rapidly build a game in 15 minutes with Beamable and implement features such as Leaderboards, Currency and more!

Want to learn more about Beamable?

Learn more about Beamable’s features here or sign up and try Beamable for free!

How Beamable Enables Worry-Free Game Operations

Non-developers need a place to go to their operate their game and the Beamable LiveOps Portal gives creators the ability to deploy content error-free without engineering. By using Beamable’s LiveOps Portal, game creators get access to important reports needed to measure the success of your game, including Analytics such as:

  • How many unique total players you have per month (MAU)
  • How many active players you have per day (DAU)
  • How many of those users are returning users that have played previously (Retention)

Beamable even includes KPI’s out of box that will help you determine the success of your game, give you an understand of core player behavior and showing advancement towards key monetization goals for your game.

The portal also gives makers the power to download overall player analytics or dive into the player profile page and go into each individual’s statistics.

Want to try out our LiveOps Portal for free? Sign up for Beamable today.

Use Beamable And One Line Of Code To Unlock The Power Of LiveOps

Beamable, combined with Unity, empowers developers to utilize powerful and flexible solutions to communicate with their players and interact with their game through four LiveOps features: Events, Announcements, Notifications and Mail.

Live Events:

Events give the ability to set up one-time competitions with support for multi-phase events that can be done over a finite time, increasing both social and competitive engagement among players. Beamable can be used to even tell players how they are doing through leaderboards and can be used to distribute rewards to the player base based on their performance during the event.

Announcements:

In-game Announcements increase engagement and revenue, often with a multiplier effect from an engaged player base. Beamable’s Announcement Live Ops feature allows development teams to speak to use their game to speak one-to-many through our unique communication platform. Beamable even supports Announcements as a pre-fab, helping developers save time and integrate announcements as fast as possible.

Notifications:

Beamable’s Notifications system gives developers the power to provide their players real time updates based on server data, and can be used, much like Announcements, to communicate one-to-many.

Mail:

Mail systems are also being used increasingly more in many games, especially on mobile, and Beamable gives devs full access to an in-game Mail system, enabling one-to-one narrowcast communication between a developer and their playerbase.

Want to unlock the power of Beamable Live Ops today? Sign up for free and check out Beamable today!

 

Experience vs Degree in the Industry: Why Both Matter

This article examines the value of having experience or a college degree when entering the Video Game Industry. 

In a world swarmed with creative influencers, content creators, and multi-million dollar business owners, who have all graduated with less than a college degree, many have wondered how important a college degree is these days– especially in the Videogame Industry. The idea of a college degree being superior to an experienced individual in any field has shifted to a phenomenon rather than the standard. While rising tuition costs have directly influenced attendance and graduation rates among university students, there is still value behind a college degree. 

I even went through this journey myself recently, as I  am 22 years old and recently graduated from The Pennsylvania State University. While I am fortunate to be working straight out of college many of my friends have not been so lucky, some having double majors. I noticed how many job listings in the Videogame industry required 3-5+ years of experience for an entry-level position, and how many of these positions did not require a college degree. Seeking an answer to the age-long debate of what is better? Experience or a degree, I sought out the perspective of various employees from within Beamable with varying backgrounds in and out of the gaming industry. 

A Beamable representative located in the United States, who holds a degree in Computer Science explained that “Game dev is an intersection of many fields, each with their own rich depths and knowledge bases….[getting a degree] allowed me to focus my skill set on one of the many required skill sets required to develop a game. All that being said, it is still the case that doing is better than anything else.” 

Another Beamable employee, located in the United States, who attended college without receiving a degree explained that “The pros of not attending college are no student debt and having the ability to chart my own path; however the cons of going the experience route is the time it takes to achieve certain milestones is much longer, and it is hard to get an entry-level job without a degree -OR- experience.” They noted that “ One thing I really did like about my time at college, even though I did not receive a degree, was being surrounded by people who were excited about learning.” 

A Beamable representative located in Brazil explained that “I haven’t really seen degrees correlating that well with great professionals. In fact, the best designers/engineers/artists I’ve worked with directly here in Brazil—have no degrees or have ‘low-level degrees.’…Most of the people with great degrees fell on the other end of the spectrum as far as technical skill was concerned.’

Taking an excerpt from a Beamable Representative quoting our CEO Jon Radoff they explain,  “[For engineers and designers], continuous demonstrable curiosity coupled with critical thinking skills (first-principles thinking, etc…) tends to beat out degrees.” Whether college is a good place to gain these traits/skills is another discussion in itself. When asked directly why both experience and degrees matter in the industry Jon Radoff explained, “ What’s actually important in the industry (assuming you’re talking about getting a job at a game studio) is having a portfolio of work that you’ve done. I find the most valuable part of a degree is that it gives you access to a lot of other people to collaborate with, and the space to develop some ideas. So the most important thing to do before graduating is to use every opportunity to build a portfolio. You should do the same while working inside the industry.”

Derek Struble, Director of Product Marketing at Beamable located in Canada, has a unique experience when it comes to attending university. He explained that “I never imagined going into game dev when I was in school because I didn’t get accepted into computer science…However, I did go get a Business Administration degree and what I found when I started as a QA tester is just the fundamental knowledge of how to manage projects, my time, help others, Excel, and all this other information I picked up in school helped me hit the ground running at first. That ability and my degree as the ‘scaffolding’ on which my career was eventually built allowed me to quickly pick up a running team, managing project finances, and my market research experience, brought me to even further new heights in game dev as it allowed me to build a market research arm at one of the companies I worked at…I feel like my degree is invaluable, not for directly getting a job in games..but instead for giving me all the fundamental tools I needed in order to succeed. I just happened to apply those tools to game development because it’s an industry I love.”

Personally, the direction, connections, and opportunities given to me during my time at Penn State helped direct me to my introduction to working in the game industry. Throughout the past four years, my skills were able be cultivated and refined with school, instead of being lost without structure, taking more time to realize what I truly wanted to do. I believe that school is extremely important for those who feel they need it to determine their sense of direction like myself, and it is not a necessary step for many jobs in the industry. I was able to begin my future at Beamable due to Alumni connections from Penn State which is one of the ways I utilized my time during school and building my network portfolio. 

How about you? Has your degree helped you get into the video game industry or did you get in by learning and gaining experience another way? Connect with us on Facebook, or tweet us on Twitter. Join us on our Discord to expand your network and learn more about what we can do for you!

Beamable 1.2.0 Update Details With Chris Hanna

Beamable Game Dev Podcast Ep 31

In episode 31 of the Beamable Game Dev Podcast Chris Hanna gives us the inside scoop on the latest Beamable update. Beamable 1.2.0 is here! Moving forward with Beamable 1.2.0 means you will need to update your game from Unity 2018, but rest assured that you can use Unity 2021. Beamable 1.2.0 will continue to support Unity 2019, 2020, and 2021 until further notice. Click here for all the details on Beamable 1.2.0

Beamable Release Unity SDK 1.2.0

Beamable is happy to announce the release of our Unity SDK 1.2.0.

You can read about all of them in the changelogs, and see the highlights below.

Unity 2021 LTS

Beamable 1.2.0 brings support for the latest Unity Long Term Support (LTS) version. Unity 2021 LTS was released in April. Beamable is committed to supporting the latest three LTS versions. As such, Beamable 1.2.0 is dropping support for Unity 2018 LTS. 

Lobby SDK

The Lobby SDK allows players to find, create, and join game lobbies. A player can create a public or private lobby. Other players can join a lobby through a public listing, or use a Join Code to access a specific or private lobby. The Lobby SDK also manages player presence and readiness. Finally, all the players in a lobby can enter the game itself with whatever multiplayer framework you choose. The Beamable Lobby SDK is compatible with Beamable’s own Relay Server, but it can also be used with Photon, Unity’s networking solutions, or a custom multiplayer solution.

Microservice Improvements

Beamable Microservices continue to improve with Beamable 1.2.0. One particularly nice improvement is the ability to use GUID based references in your Microservice dependencies. Previously, the “Use GUID References” checkbox had to be disabled in order for Beamable Microservices to build properly. Now, by using GUIDs, you can rename your assemblies and dependencies without needing to worry about breaking Beamable Microservice references. We’ve also added a few additional methods to the IMicroserviceLeaderboardAPI so that you can get all of the leaderboards associated with a player. Finally, [ClientCallable] methods can now return subclasses of ContentObject directly.

Beamable 1.2.0 also has a breaking change concerning [ClientCallable] method security. Going forward, all HTTP traffic to a [ClientCallable] method must include a valid Authorization header. If it doesn’t, the request will fail with a 401 HTTP error. This breaking change should only affect developers who are using [ClientCallable] methods outside of the Unity game client. For those developers, Beamable 1.2.0 introduces a new attribute, [Callable], which works identically to how [ClientCallable] worked previously. To reiterate, this change only affects you if you’re calling Microservice functions from outside Unity or the LiveOps portal. Otherwise, this change does not affect your game.

Lastly, the EnableDockerBuildKit property in the Project Settings / Beamable / Microservices has been replaced with the DisableDockerBuildKit property. Previously, Beamable did not take advantage of Docker Buildkit, and left it as an opt-in feature. Beamable 1.2.0 reverses this behavior, and makes Docker Buildkit the default. The usage of Docker Buidkit enables developers with ARM based CPU architectures to publish Microservices to the Beamable Cloud.

Stability Improvements

The Beamable 1.2.0 release includes a wide variety of workflow and stability improvements. There is a new way to sort content in the Content Manager window. A dropdown next to the Realm dropdown allows you to sort the content based on id, type, or status. Additionally, the NotificationService now has a C# generic method to subscribe to events. This removes the need to add JSON deserialization code in your game logic. One final improvement to highlight is the addition of the Prevent Addressable Code Stripping setting in the Core Beamable configuration. When you build for Android or iOS, this setting will generate a link.xml file that ensures Unity’s Addressable code assets are not stripped from the build. To read about all the other improvements, check out the full changelog below or on our Github.

Added

  • Unity 2021 LTS support.
  • PreventAddressableCodeStripping Core Configuration setting that automatically generates a link.xml file that will preserve addressable types.
  • TryClaim method in EventService to attempt a claim, even if one is not invalid.
  • GetDeviceId method in AuthService to retrieve the current device id.
  • deviceIds field on User object that provides all associated device ids.
  • Content sorting option in Content Manager.
  • Documentation to IBeamableAPI and all related accessors.
  • Subscribe<T> method to INotificationService to avoid awkward serialization handling.
  • Implicit conversion operators from Optional<T> objects wrapping a value type to matching Nullable<T> types.
  • Inline style editor in BUSS theme manager.
  • Added LobbyService and PlayerLobby to support new Lobby functionality.
  • Support for GUID based assembly references.
  • CallableAttribute for exposing C#MS methods that are meant to be publicly accessible (without authentication required).
  • ListLeaderboards method to IMicroserviceLeaderboardsApi will return lists of leaderboard ids.
  • GetPlayerLeaderboards method to IMicroserviceLeaderboardsApi will return leaderboards for a given player.
  • lbId` field to the LeaderboardView response class.
  • DisableDockerBuildkit property to the MicroserviceConfiguration. By default, Docker buildkit will now be enabled.

Changed

  • ManifestSubscription subscription no longer accepts the scope field
  • AccountHud logs a warning when pressed if there isn’t an AccountManagementFlow in the scene.
  • Increased the AdminFlow scroll speed
  • InventoryFlow can now be configured at the GameObject level.
  • Edit mode for Buss Style Card has been removed in favor of context menus for selector label, variables and properties.
  • Claiming an event that a player never submitted a score for will report an accurate error message.
  • Added tooltips to Microservice Manager elements which didn’t have them.
  • Microservice Manager buttons now highlight on hover.
  • Microservices will be built specifically for linux/amd64 architecture. For developers with ARM based CPU architectures, enable to the DockerBuildkit setting in the Microservice Configuration to publish microservices.
  • Building a microservice will always stop the microservice and its source generator if they are running. After the build, the source generator will be reset.
  • Beamable third party context systems register with a default order of -1000.
  • Global style sheet is turned now into a list of global style sheets.
  • Content tags are split on ‘,’ characters in addition to ‘ ‘s.
  • HeartBeat will now send heartbeat requests faster for our newer live backend services such as Lobbies
  • Content validation for ID fields will now accept IDs without the prefix
  • It is now possible to set background sprite as a main texture in SDF Image.
  • It is now possible to choose 9-slice source and Pixels Per Unit multiplier in SDF image.

Fixed

  • StoreView prefab now works in landscape mode.
  • Playmode ContentObject refresh with disabled domain reload on Unity 2019 and 2020.
  • Reading content in offline mode will no longer throw an exception if there is offline cache available
  • Android sign-in will always allow user to select an account.
  • Editor time Content downloads ignore content where no C# class exists.
  • Account management will no longer log an error after pressing change password button more than once.
  • Content Manager no longer logs inaccurate warning after renaming content.
  • Notification handling for multiple BeamContext instances.
  • Listing ‘sku’ price type was incorrect. Fixed to ‘skus’.
  • The player’s location is detected automatically
  • Matchmaking no longer breaks after user switches from Account Management flow.
  • Client code can handle receiving a ContentObject response from a ClientCallable.
  • Removed Microstorage related null reference errors on Unity startup.
  • IMicroserviceNotificationsApi can now send strings with spaces in them for messages.
  • IMicroserviceLeaderboardsApi will now respect HasValue flag of Optional<T> derived types in all cases.
  • Fixed issue with Publish flow that caused an invalid Manifest data to exist when publishing any services along a service whose source code was no longer in the project
  • Fixed issue that made it possible to start a remote service without its dependencies up and running (only happened in cases where the service was only remote — ie: the source code for it was not present in the project)

Removed

  • Unity 2018 LTS support.
  • EnableDockerBuildkit property from the MicroserviceConfiguration. By default, Docker buildkit will now be enabled. Disable it again with the new DisableDockerBuildkit field.

Our changelogs can be found at
https://github.com/beamable/Changelogs/blob/production/com-beamable-changelog.md

Get To Know Beamable: Eva Ramirez From Customer Success

Meet Eva Ramirez from the Beamable Customer Success Team

This episode of the Beamable Game Dev Podcast it’s all about getting to know Eva Ramirez from the Beamable Customer Success Team. Eva’s role at Beamable is to make sure our customers are taken care of in a timely fashion. If a customer hits a snag Eva will make sure they get connected with the correct engineer to remove any blockers.

Outside of Beamable Eva creates content on Twitch as a V-tuber.

If you have any questions about Beamable jump into our discord here

Try Beamable for free here

 

Important Security Changes Coming To ClientCallable In Upcoming Release 1.2

The team at Beamable puts security first and foremost when we work on upcoming releases and we are making a change in how the ClientCallable function works in our upcoming 1.2 release.

Starting in 1.2, if you use ClientCallable you will need to ensure that all requests have a valid Authorization header, or else your request will not work anymore and fail with a 401 or 403 error. This is especially important if your project uses third-party webhooks as those requests will now need to be made using the new Callable function added in 1.2, which replicates how ClientCallable used to work.

If you are only using Beamable Microservices from within a Unity game client, this change should not affect your game in any way.

If you have any questions regarding any of the above or concerns about how this might effect you, please contact us at support@beamable.com

Beamable at GamesBeat Summit 2022 Recap

GamesBeat Summit 2022 took place about a month ago starting on April 26th and Beamable was there! In addition to our team walking the show floor our CEO, Jon Radoff, hosted two really unique panels. Both panels can be watched for completely free (after a short registration process) over at the GamesBeat Summit 2022 registration page.

The Changing Face Of Live Ops 2022 – Link

Jon sat down with Josh Yguando, Co-Founder and President of Jam City, and Jason Bailey, Co-Founder and CEO of East Side Games , to discuss the evolution of Live Ops in 2022 and where Live Ops will be going in 2023 and beyond. They also discussed player retention and how your average player has more entertainment choices in 2022 than ever before, so the bar for success continues to shift upwards and become more challenging, especially as player expectations rise when they play a game for the first time. The talk also dove into how publishers and game developers can optimize the live operations experience for their players to keep them engaged and form a community around the game.

The NFT Debate – Link

Jon also hosted a fiery debate panel regarding NFTs with panelists David Kim, Head of Publishing at WAX studios, and Rami Ismail, Strategic Director and Co-Founder of Vlambeer. The panel aimed to bring to the surface a lot of the debate points surrounding NFTs and the role they might play in video games both now and in the future as well as how the online conversation around NFTs can be so polarizing. Overall this panel ended up being the talk of the summit, and is well worth checking out if you are even moderately interested in the subject!

In closing, the Beamable team had a ton of fun at GamesBeat 2022 forging new friendships, moderating interesting panels and connecting with people around the industry. We hope to see you there next year!

 

Beamable Technology Overview in 10 minutes

If you’ve ever wondered what Beamable can do for your Unity game project or how to get started, we have good news: We now have a 10 minute video walkthrough of Beamable from our Chief Technology Office Ali El Rhermoul. If you’d like to know more about what is in the video, scroll down to learn more or if you’d rather just watch the video yourself, you can find it at the bottom of this post!

This video covers:

  • Getting Up And Running With Beamable In Unity
  • How Data Automatically Syncs Between Servers, Game Clients and Dashboards
  • Creating Server Authoritative Microservices
  • Microstorage
  • Managing and Monitoring Microservices Using Dashboards

If you’d like to know even more about Beamable, sign-up today and start your free trial.

DataSakura and Beamable announce partnership

DataSakura & Beamable Announce Development Partnership To Help Game Developers

 

DataSakura and Beamable announce partnership

What it means for you:

DataSakura and Beamable are announcing a development partnership to help game developers with full cycle development, maintenance, support, and implementation of the Beamable Live Game Platform to power LiveOps and multiplayer experiences. 

DataSakura was founded in 2018 and has spent 10s of thousands of hours building and maintaining hit titles like Cut The Rope, Fruit Ninja, and Jetpack Joyride. They have deep experience with live game backend development, and a partnership with Beamable will allow them to get games to players faster, and operate more sophisticated LiveOps and content design. 

“We are inspired to collaborate with Beamable,” stated Andrey Vengerskiy, CEO of DataSakura, “they offer a powerful game server option for any new title or any title wanted to migrate off of a legacy backend.” 

Jon Radoff, CEO of Beamable explains, “DataSakura and Beamable both focus on helping game makers create the best games possible while accelerating game development and lowering costs. This partnership will help us take that focus to a new level.”

About DataSakura:

Founded in 2018, DataSakura offers full cycle game development services with a focus on excellence, full transparency and giving customers total control to scale up or down depending on project requirements. In addition to full cycle development, DataSakura also offers maintenance and support so that developers can reduce their development costs and enjoy step-by-step development acceleration for their projects.

About Beamable:

Beamable is a gateway to powerful game server functionality, enabling player authentication, rich game analytics, content management, player CRM, and much more utilizing one line of code. Led by a team of game-industry and software-as-a-service veterans and backed by investors including Companyon Ventures and GrandBanks Capital, Beamable fights for the game makers of the world by enabling them to build faster and operate worry-free.

Want to learn more about this partnership? Sign up for Beamable today or reach out for an introduction to the DataSakura team.

Beamable Company Update: Saudi Arabia Game Jam

Beamable is part of the Saudi Arabia Game Jam

Allister sits down with Josh in this week’s podcast to update us on Saudi Arabia Game Jam. The Game Jam Fast Art is happening May 12-14. The theme for this game jam is hyper-casual. Allister introduced Beamable to the teams via a live presentation, but most of the teams will be seeing it at a later date due to the time difference. Microservices were the main talking point of the presentation and how it’s so easy to implement into their game.

Get to know Beamable before you jam.

With more game jams on their way, we are encouraging jammers to try to jump into Beamable before jams start. It is free to use and you can implement a leader or multiplayer with very few lines of code.

For more updates on what is going on check out our Beamable Around the World post.

 

Beamable Around The World – May Edition

Come Meet The Team In Person!

The Beamable team has a very busy May ahead and representatives from Beamable will be at the following events this month:

Pocket Gamer Connects Seattle – May 9th & 10th (Going on right now!)

Digital Dragons (Poland) – May 16th & 17th

Nordic Game Conference (Sweden) – May 17th, 18th, 19th, and 20th

Game Access Conference (Brno, Czechia) – May 27th & 28th

If you have any questions about where our team will be at these events so you can meet us in person, come join our Discord and ask!

 

Game Jam Support

In addition to attending events in person we also remotely support game jams, with the highlight this month being:

Game Jam Fast Art (Saudi Arabia) – May 12th, 13th, and 14th.

 

 

Effectively Using TikTok To Market Your Game

How to master Tiktok when marketing your game

With TikTok growing at a staggering rate many game developers are being left behind by not using the platform to its full potential. As social media platforms grow their organic reach diminishes, so right now is prime time to take advantage of that organic reach. We hear from people all the time that they don’t know what to post, let’s get into what you should be posting to seize the full potential of TikTok.


Create Less, Document More

“I have no idea what to create” is a common thought we hear when TikTok is brought up.” Our answer is always “Be authentic and document your journey, don’t put energy into creating.” We hear you thinking “but I am not interesting or what I am doing isn’t interesting.” You have to shift that mindset when trying to reach the gaming community and think about what they are into. Gamers love gaming news, updates, etc. Documenting your development process will allow your fanbase greater connection to you and your game and get your potential customers that much more excited to purchase it at launch. Documenting your game development doesn’t need to be high production or tons of editing. The perfect TikTok has a hook, engaging content, and sometimes a call to action.

Hook Your Audience

Questions make great hooks, something that is visually stimulating is another great hook. You want the viewer to linger on the content. Using text will also help your viewer engage with the video longer which helps boost you in TikTok’s algorithm.

  • Do you want to see the newest enemy, power up, ship, weapon, etc?
  • Do you want to see a funny or crazy bug in the game?
  • If you have a world to explore asking “where would you travel first?”
  • Want to meet this team member?

Your hook can become your shtick, allowing you to take the guesswork out of what you’re going to create. With that hurdle out of the way, let’s get into the content.

Create engaging content

After the hook, it’s time to show them what you’ve been working on. This can be very grandiose depending on where you are in your game, or it may be a character model. What may seem uninteresting to you is a peek behind the curtain for those following along. The content could focus on your team, bite-sized updates on who they are and what they are working on, allowing your team’s personality to shine. Keeping things simple avoids the common pitfall of overthinking because all you are doing is documenting your game development journey. Showing as much of the process as you can help teach and inform others about how games are made. Did you finally squash a bug that was driving you crazy? Share how you were able to fix it. The most important thing is creating a connection with your fan base and in some cases may even inspire the next generation of game developers.

An effective call to action

A call to action can be as simple as “hit the follow button for all our updates!” and often does not have to be more complicated than that when first starting out. As you get closer to launch the call to action may be directing your audience to your Steam page so potential buyers can either wishlist or preorder your game. Use a call to action to grow a discord server for your game, your brand, and possible future games as well. You can also let your audience know about your live streams if you decide to stream on Twitch or TikTok.

Live streaming on TikTok

As TikTok grows as a platform live streaming is becoming more prevalent. Streams can be as simple as pointing your phone at your computer screen and hitting the go-live button. If you want to get a little fancier you can build a scene in OBS and set the canvas to 1080 x 1920, then point your phone at OBS. We would go live like that on the regular because we didn’t have a stream key for TikTok. This is a great way to engage with a much broader audience. We’ve had streams where 150,000 have come through in one stream.

Start your TikTok journey

TikTok is no longer just dancing and lipsyncing, it is proving itself as a powerful marketing tool. Take advantage of the organic reach it offers while it’s hot.

 

Beamable Release Unity SDK 1.1.0

Beamable is happy to announce the release of our Unity SDK 1.1.0.

It is full of various workflow enhancements, and some fixes to bugs that were too large to fit in a patch release. You can read about all of them in the changelogs, and see the highlights below.

Microservice Workflow Enhancements

Beamable 1.1.0 brings several workflow improvements to the Microservice development process. The largest change is that Microservices now take advantage of Dotnet 6’s Hot Module Reload feature. You won’t need to keep stopping, and restarting your Microservices after each code iteration. When you make a local code update, the Microservice will automatically reload the latest code into your running Microservice. You can opt-out of the automatic reload by disabling the Project Settings / Beamable / Microservices / Enable Hot Module Reload property. 

We’ve also fixed a usability issue with the Microservice’s auto-generated C# client code. Previously, Beamable would generate a C# file anytime the Client Callable methods changed on a Microservice type. However, the generation was using the latest successful compiled type information from Unity. If Unity encountered a compilation error, then it would pass a stale version of the Microservice type to the client generator. In Beamable 1.1.0, we’ve moved the code generation into a separate dockerized process. Now, anytime the Microservice changes, the dockerized client generator will compile the Microservice code directly, and output the auto-generated file. This also speeds up your Unity compile times, because now Unity can capture the updated Microservice and updated client code in one compilation pass. 

If you’ve been using Microservices for a while, you may have noticed that Beamable’s docker integration was taking a significant amount of disk space. In Beamable 1.1.0, there is an automatic process to remove stale Microservice docker images from your computer. You can disable this behavior with the Project Settings / Beamable / Microservices / Enable Auto Prune property. 

The Microservice Manager window has been visually updated to be more Unity centric. The debug setting moved into the advanced settings for each Microservice. The play and stop buttons have been collapsed into one Play button, similar to Unity’s game Play button. If you are debugging your Microservice with Rider, you can also use the Project Settings / Beamable / Microservices / Rider Debug Tools property to preload the Rider debug tools. If you enable this, you’ll need to match the debug tool download URL with the version of Rider you’re using. You can find these versioned URLs on Rider’s documentation. Once enabled, when you connect Rider to debug a running Microservice, you’ll be able to skip the Custom Tools download step. 

Microservice SDK Updates

The Microservice SDK has also been improved in Beamable 1.1.0. We’ve added the ability for a Microservice to send notifications to players. You can use the Services.Notifications.NotifyPlayer() method to send a json payload to a player, or to multiple players. You can use this to notify a group of players when one player takes an action, or you can send messages to your players via an AdminCallable route. We’ve also updated the AssumeUser function so that a non-administrator player can assume the role of another player. This can be useful if you need to have one player’s action mutate the state of another player’s inventory in a server authoritative way. 

Theming and Beamable Unity Style Sheets Preview

Beamable 1.1.0 brings us more features for Beamable Theming Preview. We are constantly trying to improve the experience of using Buss Theme Manager. One of the elements we emphasize is the smooth use of this tool without having to switch between windows and that’s the reason why we’ve added the Selected Buss Element section. It can be found just below the Navigation section. You’ll find all necessary details like Id and Class strings, as well as the currently referenced Buss Style Sheet. No more switching to the Inspector tab. 

Another improvement is enabling the possibility to edit selected Buss Style Sheet directly from the Inspector window. The Theme Manager only shows the styles that are referenced in the current scene hierarchy, but now you can also edit all of the styles by opening the Inspector window on the Buss Style Sheet asset. This improvement can be helpful when you are designing a set of styles more holistically.

We’ve also included various bug fixes and internal updates to the BUSS system. We are still building out this feature and the greater skinning capabilities, so stay tuned for the next update.

Here is the complete changelog for 1.1.0

Added 

  • Added `RecoverWith` extension method overloads to `Promise<T>` that allow for configuring a promise to recover from failure over multiple attempts.
  • Selected Buss Element section in Buss Theme Manager
  • Added `AddAsChild(VisualElement, string, params string[])` to `BeamHintVisualsInjectionBag` to allow `BeamHintDetailConverter` functions to build and inject dynamically created `VisualElements` into Hint Details.
  • `BeamServicesCodeWatcher` detects any change that makes it necessary to rebuild C#MS images as well as cleaning up Auto-Generated files whenever a C#MS AsmDef is deleted. This makes the easiest way to delete a C#MS’s code from your project simply to delete its folder.
  • Beam hint that warns users entering play mode that there are stale services that must be rebuilt. Avoids wasting time when making quick changes to microservices and forgetting to regenerate the local image during development.
  • `EnableAutoPrune` configuration setting that will remove old unused docker image layers. This should limit the disk space requirements of Beamable Microservices on developer machines.
  • `EnableHotModuleReload` configuration setting that will enable dotnet 6 hot module reloading for all Microservices.
  • Added `IMicroserviceNotificationApi` to list of services accessible from `ClientCallable` and `AdminOnlyCallable` methods of Microservices. These can be used for server-to-client communication.
  • `RiderDebugTools` configuration setting to preload Rider debugging tools onto Microservice development images

Changed

  • Behavior of Add Style button in Buss Theme Manager
  • Add Style button moved above Buss Style Cards section in Buss Theme Manager
  • Buss Element selection improvement in Buss Theme Manager  
  • Application will check if there are redundant files in content disk cache on each start. All files but the one needed will be deleted to free disk space.
  • All implementations of `[BeamContextSystem]` or `[RegisterBeamableDependencies]` will be preserved during Unity code stripping
  • Properties in Buss Style Card sorted alphabetically by default
  • When exiting Unity, all related Microservices and Microstorage containers are closed
  • Microservice client code is generated in a dockerized dotnet runtime instead of Unity
  • Added docstrings to `StatsService.SearchStats` to clarify correct usage of the `Criteria` parameter.
  • `AssumeUser` takes an optional boolean parameter to disable the Admin access token check
  • Service name must be a valid C# class without culture-specific characters
  • Updated Microservice Publish window UI/UX

Fixed

  • Constant “Invalid token, trying again” errors in the Editor after 10 days.
  • Compilation error when using new `com.unity.inputsystem`
  • Deferred retry of failed uploads to the poll coroutine, to eliminate an infinite loop that could crash the app.
  • Content string fields can contain escaped characters, and won’t be double escaped after download
  • Fixed issue with `ReflectionCache` that happened on certain platforms when `IEnumerable` returning functions had to be parsed for `AttributesOfInterest`.
  • Fixed issue that caused the `ReflectionCache` to run an extra unnecessary time when a `.cs` or `.asmdef` file were changed.
  • Fixed issue on Re-Import All with `BeamableAssistantWindow` opened that required reopening the window for it to work.
  • Fixed issue that caused `StatsService.SearchStats` to fail whenever a match occurred.
  • Cannot create invalid service name before validation occurs
  • Progress bar in publish window now correctly displays the progress of services publication

Our changelogs can be found at
https://github.com/beamable/Changelogs/blob/production/com-beamable-changelog.md