Metaplay

Metaplay is a game backend and LiveOps platform for Unity in which the game server is written in C# and handed to the studio as source code. Its documentation describes it as "a fully-programmable platform for building, operating, and scaling server-authoritative live-service games", combining a C# game server, a Unity SDK, a data-driven config system, a LiveOps dashboard and production infrastructure. Among gaming backends it sits at the opposite end from API-first services such as PlayFab: a team does not call a hosted API so much as extend a codebase it holds.

Shared C# logic and server authority

The core design idea is that game logic is written once in C# and runs on both the Unity client and the server. Metaplay's documentation describes a deterministic execution model built on fixed-point numerics, seeded random number generation and stable collection iteration, so that the client can predict the outcome of an action immediately while the server re-runs the same code and validates it. The stated goal is "same logic, same outcomes", which is what makes cheat resistance a default rather than a separate project. That matters most in free-to-play mobile games, where a tampered client can otherwise mint currency or skip progression.

Beyond player state, the documentation covers server-side entities and actors for features that span players, including guilds and leagues, along with social logins, in-app purchase validation and offers, and push notifications.

LiveOps built in

Metaplay treats LiveOps as part of the backend rather than an add-on. The company's site lists "A/B testing, OTA configs, segments, offers" in one dashboard; the docs add game config pipelines, player segmentation, experiments, analytics events and player-support tooling. Game configs can be changed and delivered over the air without a client release, which is the mechanism most mobile live service teams use to tune economies and schedule events.

Source access and hosting

Metaplay "ships with source for the C# game server, Unity SDK, and LiveOps dashboard", and the marketing line is blunt about why: "Your code. Customize it, extend it, take it with you." The reference infrastructure is Kubernetes and Terraform on AWS. Studios can deploy to Metaplay's managed cloud or run the stack in their own cloud account under the Private Cloud plan, and the documentation says teams can move between the two models. Metaplay names Supercell, Metacore, Trailmix and Lessmore among the studios using it in production (vendor-stated).

Pricing and the Free plan

Metaplay publishes its prices in euros. As listed on metaplay.io/pricing on October 6, 2026:

PlanPriceWhat it covers
Free€0Full SDK, local server and portal access; local only, no cloud deployment
Starter€195/monthOne mini environment for prototyping, capped at 5 daily active users
Pre-launch€995/monthTwo small environments, capped at 100 daily active users
Production€1,985/monthFirst 5,000 DAU included, then €2.95 per 1,000 DAU; staging plus a scalable production environment
Private CloudContact salesSelf-hosted in the studio's own cloud; positioned for games above one million DAU

Support is sold separately: community support on Discord is free, and paid support plans start at €1,500 per month. The Free plan is the notable part for evaluation, because it gives a team the whole SDK and a local server before any contract, with the limit being deployment rather than features.

When it fits, and when it does not

Metaplay fits a Unity team that has C# engineers, wants server-authoritative game logic, and expects to customise the backend heavily over a multi-year live game. It is a weaker match in three cases. First, the documentation is Unity-specific, so studios on Unreal Engine or other engines should look at engine-neutral options such as Nakama. Second, pricing is metered on daily active users with a production floor near €2,000 a month, which suits a funded live game better than a hobby project. Third, its documentation centres on game logic, configs and LiveOps rather than tick-based netcode for action games, where a networking product such as Photon is the usual tool.

The closest structural comparison is with Beamable, which also puts server-side logic in C# but runs it as microservices on a managed platform with both Unity and Unreal SDKs; the trade-offs are laid out in Beamable vs Metaplay. Metaplay has also moved toward agent-assisted development: its docs describe a Metaplay Agent for AI coding agents and MCP servers for the documentation and developer portal.

Further Reading