Creating games that go beyond standard multiplayer architecture is complex, risky and time-consuming. Too many studios compromise their design vision for the sake of timelines and production risk. That’s why we created SpatialOS: a networking solution combining low latency, tools for faster iteration, and a ready-to-go architecture capable of supporting innovative games.
SpatialOS is a managed networking stack, designed for real-time multiplayer games that push the boundaries of what can be achieved with traditional game engines and networking solutions.
We provide integrations with Unreal and Unity that enable you to access the benefits of SpatialOS while keeping workflows you are familiar with, as well as SDKs for integrating with any game engine.
With SpatialOS, you can share server-side simulation across multiple game servers. This increases the compute capacity available per game session, allowing you to add depth to your game through more AI or additional gameplay systems, such as destruction and fire.
Using SpatialOS, you can have multiple game servers simulate different areas of a game world, while maintaining a seamless gameplay experience for your players. SpatialOS handles the complexities of server authority, area-of-interest management, server boundaries and load balancing for you, allowing you to create large seamless worlds populated by more interacting players, objects and ecosystems.
SpatialOS’s area-of-interest system enables fine-grained configuration of your game’s network traffic. For example, this makes it easier to reduce the update frequency of faraway and inanimate game objects, while maintaining a high update frequency for nearby and fast-moving game objects. Ultimately, this allows for more players, NPCs and objects in a single scene.
All game state is stored in SpatialOS’ high-throughput, low-latency in-game database, built from the ground up specifically for real-time multiplayer. This means all changes to the game world persist down to the smallest detail, leaving a permanent mark on the world (e.g. trees felled in the forest, the lives of your NPCs).
Setting up a multiplayer playtest takes just a few CLI commands. Share a link and testers will be playing in minutes.
Populate playtests with simulated players following pre-defined logic, enabling large-scale end-to-end tests without needing many playtesters.
Make changes to a live multiplayer game (e.g. weapon damage) and see them instantly play out in your playtest.
Our ‘snapshots’ regularly save your entire game state. Use them to deploy new cloud instances and quickly recreate multiplayer bugs.
Our Inspector tool allows you to analyse and debug your game world via a top-down, real-time visualisation of everything happening in it, no matter how big or complex it is.
Our scalable metrics feature high storage capacity and throughput, and our log indexes are specifically designed for online multiplayer games.
Scavengers is a multiplayer FPS with a genre-splicing mixture of PvPvE and survival elements. SpatialOS enables Midwinter to add more AI without cutting back on player count, and achieve its unique gameplay vision in less time and with less risk.
What in the past would have required a team of ten engineers you can now achieve with just twoJosh Holmes, Midwinter Entertainment
Improbable Games Canada is working on a truly open and living multiplayer RPG world that doesn’t have to compromise with the restrictions of standard networking technology. Combined with the tooling provided by SpatialOS, the game’s developers are able to test and iterate their ideas at an unprecedented speed.
The workflows that we are embracing to take full advantage of SpatialOS make a team of 60 feel like a team of hundredsAaryn Flynn, Improbable Games Canada
Multiplayer game developers have been pushing up against technical limits for as long as there have been multiplayer games. We created SpatialOS and pushed those limits back, so that game designers like those in our London studio can experiment with more AI and more players, and explore new gameplay possibilities, such as innovative in-game social spaces.
Our customers range in size from hundreds of employees to one-person indies.
Porting an existing Unreal project to SpatialOS can be done in just a few days. Games built with other game engines will depend on the specifics. Get in touch to find out more.
We’ve built our own under-the-hood integration for Unreal, which keeps the APIs and workflows you’re familiar with (e.g. blueprints), allowing you to create an innovative multiplayer game without disrupting your team.
We’ve built our own integration for Unity. It includes a tool for running server-side and client-side code from within the same Unity editor window, avoiding the usual time waste of repeatedly building the server-side executable. We also provide Unity-specific ready-made modules for common multiplayer gameplay elements, including shootable weapons, health, player lifecycle, character movement, and transform synchronisation.
Our GDK for Unity supports MonoBehaviour, Entity Component System (ECS) and games that use both workflows together.
We provide a suite of SDKs that allow you to integrate SpatialOS with any game engine, and can provide hands-on support to help you achieve this in your desired timelines. The flexible architecture of such integrations reduces the work needed to transition from P2P to dedicated server mode and beyond, allowing you to adapt to your game’s changing needs with relative ease. Get in touch to find out more.