Beamable vs Metaplay
ComparisonBeamable vs Metaplay compares two C#-centred backends for live-service games that take opposite views of what a backend should be. Beamable is a service: a managed platform of ready-made APIs for identity, economy, content and events, extended with C# microservices. Metaplay is a framework: an SDK that ships with source for its C# game server, Unity client library and LiveOps dashboard, which the studio builds its game on top of and deploys to Metaplay's cloud or, at the top tier, its own.
Metaplay's model is built for server-authoritative mobile free-to-play games in Unity. Game logic is written once in C# and executed on both client and server, so the client responds instantly while the server holds the authoritative state. Its site names Supercell, Metacore and Trailmix among its customers (vendor-listed). Beamable is the broader and lighter option: it supports Unreal and web clients as well as Unity, and a team can adopt one feature at a time.
Facts below come from each vendor's public site and documentation. Pricing is as of October 2026; Metaplay publishes prices in euros and Beamable in US dollars.
Feature Comparison
| Dimension | Beamable | Metaplay |
|---|---|---|
| Product shape | Managed backend-as-a-service: prebuilt APIs plus custom C# microservices | Source-available SDK and framework: C# game server, Unity client library and LiveOps dashboard |
| Source code access | Unreal SDK described as source-available; full source code license offered with Private Cloud | Ships with source for the game server, Unity SDK and LiveOps dashboard |
| Hosting model | Beamable-managed cloud, or single-tenant Private Cloud | Metaplay Cloud (managed), or self-hosted on AWS with Kubernetes and Terraform under the Private Cloud plan |
| Engines and SDKs | Unity SDK (Unity 2021, 2022, 6.0 to 6.3), Unreal SDK (C++ and Blueprints), TypeScript/JavaScript Web SDK, dotnet CLI, REST API | Unity; other engines: Not publicly documented |
| Server programming model | C# microservices built as Docker images, runnable locally, hosted by Beamable; Microstorage provides a hosted Mongo database | Shared C# game logic executed deterministically on client and server; .NET backend built on Akka.NET actors |
| Economy and game data | Prebuilt inventory, currency, store and IAP receipt validation services, with content managed in the portal | Modelled by the studio in shared C# logic and data-driven game configs delivered over the air |
| LiveOps tooling | Events, tournaments, announcements, mail, content management and A/B testing in the Beamable portal | Extensible dashboard for A/B tests, segmentation, events, offers, configs and localizations |
| Social and multiplayer | Chat, groups, leaderboards, relay-server multiplayer, lightweight matchmaking | Documentation sections for multiplayer entities, guilds, leagues and matchmaking |
| Free tier (October 2026) | 90-day free trial of the full platform | Free plan for local development with full SDK access and no cloud deployment |
| Entry pricing (October 2026) | Developer $125/mo (12.5M API calls, up to 1,000 MAU, 3 microservices) | Starter €195/mo (capped at 5 DAU, 1 mini environment); Pre-launch €995/mo (capped at 100 DAU) |
| Production pricing (October 2026) | Studio $595/mo (59.5M calls, 30,000 MAU, 10 microservices); Pro $1,895/mo (189.5M calls, 200,000 MAU, 25 microservices); Enterprise from $3,500/mo; overage $100 per 10M API calls | Production €1,985/mo including the first 5,000 DAU, then €2.95 per 1,000 DAU; Private Cloud by quote |
| Paid support | Self-service on lower tiers; dedicated support and enterprise SLA on Enterprise | Community Discord free; Standard €1,500/mo; Dedicated €5,000/mo; 24/7 critical incident add-on €5,000/mo |
Detailed Analysis
Framework vs Service
With Beamable, the backend already exists when a project starts. A developer installs the SDK, signs players in, and calls services for inventory, currencies, stores, leaderboards and events that Beamable operates. Anything those services do not cover is written as a C# microservice and deployed alongside them. The amount of backend code a studio owns can be close to zero.
With Metaplay, the studio writes the game's model itself. Player state, actions, economy rules and progression are C# classes in a shared project that compiles into both the Unity client and the .NET server. Metaplay supplies the machinery around that model: persistence, the actor-based server runtime, configuration pipelines, the dashboard and deployment. This is more work at the start and produces a backend shaped exactly like the game.
Shared Deterministic Logic
Metaplay's central technical idea is that one piece of C# game logic runs in two places. The client executes an action immediately for responsiveness; the server executes the same action against its own copy of the state and remains the authority. Metaplay's documentation describes the result as instant feedback for players with cheat-proof results on the backend. For economy-heavy mobile games, where every tap changes server state and cheating targets the economy, this architecture is a strong fit and is difficult to reproduce on a request-and-response service.
Beamable achieves server authority differently. Sensitive operations are moved into microservices or handled by its built-in economy services, and the client calls them over the network. That is the conventional model, it is easier to adopt incrementally, and it works from any engine. It does not give the same automatic client-side prediction for arbitrary game logic.
Source Code and Lock-In
Metaplay states that it ships with source for the C# game server, the Unity SDK and the LiveOps dashboard, and describes itself as source available and contractually structured to avoid vendor lock-in. Its documentation also describes moving from managed hosting to self-hosting on AWS using Kubernetes and Terraform, which its pricing page places under the Private Cloud plan. A studio that expects to run a hit game for many years has a credible path to operating the whole stack itself.
Beamable is a managed service first. Its Unreal SDK is described as source-available, and its Private Cloud offering is described as single-tenant infrastructure with a full source code license, so an ownership route exists for enterprise customers. On the standard tiers a studio owns its microservice code and content, and depends on Beamable for the platform services underneath.
Engine Coverage
Metaplay's documentation describes a normal Unity project using the Metaplay SDK, and the shared-logic design depends on client and server both running C#. Beamable publishes SDKs for Unity and Unreal, the latter with both C++ and Blueprint access, and a TypeScript/JavaScript Web SDK. Unreal and web projects therefore have a documented path on Beamable and not on Metaplay.
Pricing
Metaplay's published plans rise with the stage of the game. Local development is free. Starter is €195 per month and capped at five daily active users, Pre-launch is €995 and capped at 100, and Production is €1,985 per month including the first 5,000 daily active users, with €2.95 for each further 1,000. Support plans are separate, from a free community Discord to €5,000 per month for dedicated support.
Beamable's tiers are $125, $595, $1,895 and from $3,500 per month after a 90-day trial, sized by monthly active users (1,000, 30,000 and 200,000 on the first three) and API calls. The two schemes are not directly comparable because one counts daily and the other monthly actives, and the currencies differ. In general, Beamable is cheaper to take live at small scale, while Metaplay's free local development costs nothing for as long as a game stays off the cloud.
Best For
Top-grossing-style mobile F2P in Unity
MetaplayShared deterministic C# logic with server authority is designed for economy-heavy mobile games, and the customer list reflects it.
Studio that wants the backend source in its repository
MetaplayMetaplay ships source for the server, Unity SDK and dashboard. Beamable ties its source license to Private Cloud.
Unreal Engine project
BeamableBeamable publishes an Unreal SDK with C++ and Blueprint support. Metaplay documents Unity.
Small team that wants prebuilt economy and store services
BeamableInventory, currencies, stores and receipt validation exist as services on day one, where Metaplay expects the studio to model them.
Long prototype phase with no live players
MetaplayMetaplay's free plan covers unlimited local development. Beamable's trial runs for 90 days.
Soft launch with a few thousand players
BeamableBeamable's $125 and $595 tiers allow 1,000 and 30,000 MAU. Metaplay requires the €1,985 Production plan for a public launch.
Adding backend features to an existing game
BeamableBeamable services can be adopted one at a time. Metaplay's shared-logic model works best when the game is built on it from the start.
Plan to self-host at very large scale
MetaplayMetaplay documents a migration from managed hosting to self-hosted AWS with Kubernetes and Terraform.
The Bottom Line
Do not choose Beamable if the project is a server-authoritative mobile free-to-play game in Unity, the team has C# engineers who want to own the game server, and long-term control of the source matters. That is the exact profile Metaplay is built for, and its shared-logic architecture and source delivery are real advantages that a hosted API service does not replicate.
Choose Beamable when the team wants working backend features immediately and custom server code only where needed, when the engine is Unreal or the client is on the web, when the game is already in development and cannot be restructured around a framework, or when the first live milestone is a small launch that should not require a production-tier plan.
The underlying question is how much of the backend the studio wants to write. Metaplay rewards teams that want to write most of it on a strong foundation. Beamable rewards teams that want to write as little as possible. Both sit within the wider set of gaming backends and LiveOps platforms.