Take control of your scheduling, testing, and operating Live Events, Groups/Guilds, and all the leaderboards, offers, and content with Beamable to drive engagement and ARPDAU. No matter the size of your game, we can map out a migration that ensures zero downtime and a seamless transition for your players.
Beamable has been evaluated by Amazon in a technical baseline review (TBR) and we have supported large IP based games like Star Trek Timelines, Game of Thrones Ascent, and Walking Dead March to War which peaked at 1M DAU. Our current clients include Halfbrick, East Side Games, Old Skull Games and more!
Beamable is under constant development and is continuously improving, incorporating the latest trends and features in LiveOps and Live Game functionality. Only Beamable offers the unique ability to write C# client and server code in a unified developer workflow eliminating the need for complex game server integrations. Never leave Unity again.
Easy to Use
Our SDK is free for development so you can give Beamable a try with your game project and try out our features and benefits directly. Our support is highly rated and responsive, and our pricing is flexible for studios and teams of all sizes. Our web portal allows non-developers to manage game config, LiveOps, and player support through an easy-to-use interface.
Optimized for Unity
If you build games in Unity, Beamable empowers you to advantage of completely integrated workflow for all live game features including low-code options like skinnable drag and drop prefabs.
Sign up for the Beamable Live Game platform. Or, if you are already an Amazon AWS customer, you can also sign up for Beamable on the AWS marketplace. Beamable is free to try. Only pay when your team and project are ready to scale.
Beamable offers many of the same features as Playfab. This includes Authentication, Leaderboards, Multiplayer, Teams, and more. For each, migrate using the equivalent Beamable feature. You can see an entire list of Beamable features in our documentation.
Extract, Transform and Load (ETL) Playfab Catalogue, Title, and other game config data to Beamable Content so you are ready to test with live data. You could do this manually or create your own tools within Unity to speed up the process. Migrate using the Beamable Content feature. See our documentation for more info.
You can create custom versions of the out-of-the-box Beamable objects. For example, you can use Beamable's "Item" content and customize it to create your own "Virtual Good" objects while still taking advantage of Beamables built-in API such as inventory, store, and items.
Optionally, you can create validation rules to help your team work efficiently. See https://docs.beamable.com/docs/adding-content-validation for more info.
All of your cloud scripts can be rewritten in C# as a Beamable Microservice. It will run locally in a Docker container and then be lifted up to the Beamable fully-managed cloud. Your C# server code will live side by side with your client code enabling debug, unified source control, and a unified developer workflow.
Even if Beamable does not offer a specific feature you need, there is a solution. Migrate using the Beamable Content feature. See our documentation for more info.
Beamable has a variety of features to help you handle your player data in a way that best suits your games.
Switch your App over to Beamable's SDK and start migratingPlayfab players over to Beamable when they first login. You can do this by authoring a C# Microservice that will watch for new players or players tagged with a migration player stat. The ETL service will pull their data, log them out of Playfab, create their Beamable account, transform the player data into Beamable format, and log the player into their new Beamable account. All of this is seamless to the player.
Once all of your players and their data are migrated, strip out the Playfab SDK and promote a new Beamable-only client. You are now running on Beamable 100%!
Contact us to learn more, or check out some of our migration partners for technical assistance.