Roadmap

ggscale follows semantic versioning at the SaaS-product level: MAJOR.MINOR. New capabilities bump MINOR. Breaking changes to the OSS Go core, SDK API surface, or public HTTP/gRPC API bump MAJOR.

Status legend: [in progress], [committed], [planned], [exploratory].


v1.0 — Launch: everything you need to ship a multiplayer game

Status: [in progress]. Target: launch.

A single backend that gives you player accounts, storage, matchmaking, and live game servers without stitching together five vendors. Ship your title on day one for less than the alternatives, and self-host any time you want — the migration guide is published, and the core is Apache 2.0.

What you get at launch:

  • Player accounts, cloud storage, leaderboards, and friends
  • Real-time lobbies and matchmaking over WebSocket
  • Hybrid networking — authoritative game servers for ranked and competitive titles, peer relay (STUN/TURN) for co-op and casual titles. Relay mode is 10–100× cheaper than dedicated servers
  • Unity-verified C# SDK and a Go SDK
  • Built-in resource usage telemetry
  • Three regions available in the hosted version of the service: us-east-1, us-west-1, eu-1
  • Apache 2.0 OSS core with a published self-host migration path

v1.1 — Production polish: run your live game with confidence

Status: [committed]. Target: post-launch fast-follows.

The boring-but-essential operations layer. A one-person studio should be able to run a live service without becoming a site reliability engineer.

  • Full Godot 4.x and MonoGame coverage in the C# SDK
  • Flexible game-server scaling — your fleet grows and shrinks with player demand, no manual capacity planning
  • Player moderation primitives: ban, kick, and report endpoints with tenant-scoped ban lists and webhooks
  • Live log viewer in the dashboard and a ggscale logs --tail CLI
  • Audit-log dashboard with CSV export
  • Sub-30-second database failover so your game stays online during infrastructure hiccups
  • Local dev dashboards (Grafana, Loki) that match what runs in production

v1.2 — Performance and engine reach: low-latency networking on the engine you already use

Status: [committed] for the UDP transport, [exploratory] for the cross-engine core.

Fast-paced shooters and fighting games need sub-millisecond networking. And whichever engine your team has standardized on, ggscale should fit.

  • Opt-in high-performance UDP transport — 100k+ concurrent flows per server, zero-allocation packet decode
  • Public benchmark numbers against the launch transport, not marketing-only claims
  • Single-flag opt-in. Existing call-sites are unchanged, and the launch transport is never deprecated
  • Native engine SDKs: Unreal Engine 5 plugin, Godot GDScript bindings, and a TypeScript/JavaScript SDK for browser games
  • A shared C library for engines that prefer P/Invoke interop, gated on a prototype proving it loads cleanly in Unity IL2CPP

v1.4+ — Premium hosting and global reach: Windows, anti-cheat, and more regions

Status: [exploratory] for premium hosting, [planned] for additional regions.

Some games need things a shared Linux container substrate cannot deliver — Windows-only servers, kernel-level anti-cheat (EAC, BattlEye), CPU-pinned physics simulation, or single-tenant compliance mandates. And once your game finds an audience, your APAC and LatAm players need a server near them.

  • Single-tenant VM hosting alongside the default fleet — same matchmaker, same identity, same SDK
  • Windows game servers and kernel-driver anti-cheat support
  • Bring-your-own private cloud for compliance-bound titles
  • APAC (Singapore, Sydney) and LatAm regions
  • DDoS-protected UDP for game traffic
  • Third-party TURN brokering (Twilio, Xirsys, Cloudflare Calls) as an alternative to self-hosted relay

v1.7+ — Player retention features: keep players coming back

Status: [exploratory].

Acquiring a player is expensive; keeping one is the whole game. These are the features live-service titles use to grow week over week — without spinning up a separate backend for each.

  • Skill-based matchmaking with pluggable rating systems (Elo, TrueSkill, Glicko-2)
  • Friends, online presence, and an activity feed
  • Clans and guilds with rosters, and roles
  • Cross-title identity — one player account across multiple games under one publisher
  • Cloud saves with versioning and conflict resolution
  • Seasonal leaderboard resets and custom scoring functions

v2.0 and Beyond — Multi-Region

At some point ggscale will hit the architectural limits of the launch design — chiefly the single-region Postgres write hub. v2.0 work (multi-region distributed writes, a gRPC API surface, any breaking changes to the OSS Go core or SDK).