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Supercraft GSB: a managed backend for multiplayer games

Apr 18, 2026 By Supercraft

Multiplayer is where great games become unforgettable. It's also where many small studios get stuck — not because the gameplay is lacking, but because the backend work around it swallows the schedule.

Today we're opening Supercraft GSB — a managed backend for multiplayer games. You bring the game. We handle everything that has to live on a server.

Why a managed game backend exists

Shipping multiplayer means player accounts, matchmaking, lobby creation, save persistence, region routing, abuse controls, and the dozens of tiny endpoints your client calls on boot. Every one of those pieces is a rabbit hole. None of them are the thing your players will remember.

GSB takes all of it off your plate — as a managed service with a clean API and a friendly dashboard. You integrate a handful of calls in your game client and spend the rest of your time on the part players actually experience.

What Supercraft GSB gives you

  • Player accounts and authentication — your players sign in, your game receives a verified identity, no password flows to build yourself.
  • Lobbies and matchmaking — create, browse, or auto-match sessions. Region hints keep latency low; party rules keep friends together.
  • Persistent worlds and saves — the state of your game survives restarts, patches, and player sessions. Great for co-op, survival, and long-form progression.
  • Instance orchestration — when a session fills, GSB boots another. When it empties, GSB shuts it down. You pay for what runs, not what might.
  • A clean REST + event API — simple to integrate into Unity, Unreal, Godot, or any engine that can speak HTTP.
  • A real-time dashboard — who's playing, which sessions are hot, which regions are popular, and where errors are clustering.

Who it's for

GSB is aimed at indie studios and small teams who want to ship multiplayer without hiring a full-time ops engineer. It's also a fit for ambitious modding projects that outgrew peer-to-peer and for game jams that want to post-jam into something persistent.

Early-access partners have been with us for the past quarter. Their feedback shaped the matchmaking rules, the pricing tiers, and the diagnostics surface you'll meet in the dashboard on day one.

Built on the same platform that hosts dedicated game servers

Supercraft started with dedicated hosting for games like Palworld, Valheim, Project Zomboid, Satisfactory and many more. GSB runs on the same footprint — the same regions, the same uptime, the same responsive support team.

If you already host a dedicated game server with us, GSB will feel familiar: same account, same billing, same friendly panel.

Pricing built for the zero-to-something curve

Plans are usage-based. You pay for active players and running instances, not idle capacity. The free tier is generous enough to prototype and ship a playable demo; paid tiers scale smoothly as your player count grows.

There's no per-seat contract, no minimum commitment, and no per-feature gating. Matchmaking, saves, real-time events, and the dashboard are in every tier.

Getting started in 15 minutes

  1. Sign up at gsb.supercraft.host and create a project.
  2. Copy your API key into your game client.
  3. Call signIn on boot; createSession or findSession when the player hits "Play."
  4. Save player state whenever it matters; read it back on the next login.

That's the whole shape of the integration. Most studios have a player signing in and joining a session within the first hour.

We'd love to work with you

We're actively onboarding new studios. If you're building something multiplayer and want to ship gameplay instead of infrastructure, get in touch. Tell us what you're making; we'll tell you how GSB fits.

Already building on Supercraft dedicated hosting and curious how GSB would extend your setup? Drop us a line — we love talking about ambitious multiplayer projects.

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