The focus is on "competitive and cooperative play",
which is very different from other companies.
A general-purpose game server for long-term engagement.
How many times have message box functions been created in the world? We already know what to make. There should be a function to send messages, a list of received messages, unread/read management, and the ability to attach in-game items to messages. It would be even better if messages could have an expiration date. There is nothing unique about it. Finally, it's time to break out of this long, long loop.
Features include
- Manage the progress of quests and set challenge conditions and rewards
- Capacity-limited inventory and the ability to stack up to a specified number of the same item in a single capacity
- Ability to organize characters and equipment player own and skills player have already acquired
- In-game stores that sell products for a specific period of time or limit the number of purchases
- Version checking and news distribution
The game engine SDKs manage data freshness automatically. Even if you call the API every frame, the local cache prevents wasted requests. You stay focused on game logic.
Here's what makes so happy
- You can concentrate on the job at hand without worrying about the number of communications or processing times
- No more user experience degradation due to wasteful communication processes
GS2's integration for game engines includes a no-code component called the UI Kit, which eliminates the need to write code to reflect data retrieved from the server in the UI. You simply place text in the game engine UI and set what data you want the text to reflect on the server.
Here's what makes so happy
- Artists or Game Designers can update and add to the UI without the need for programmers to do so
- You decide when to apply template updates to your own environment
- Add dev and QA environments at no extra cost for a smoother workflow
GS2 scales instantly with sudden traffic spikes without hurting the player experience. Run in-game events freely — no more server capacity planning.
We have the following achievements
- Scaled from 500 accesses per second to 130,000 accesses per second in less than 5 minutes with no impact on error rate or response time
- Up to 100,000 accesses per second have been verified by prior load testing
Data tampering by a malicious player can be fatal to the game. The game's anti-cheat measures cannot be expressed in terms of read and write permissions.It depends on the function whether increasing or decreasing data values is cheating, whether adding or deleting data is cheating.GS2 implements the best anti-cheat measures for a feature by providing microservices to match the features in the game.
Prevents such attacks
- Illegally increasing items or in-game currency
- Attempting to reset the frequency limit counter
- Attempting to equip an item or skill that you do not possess
Not even GS2 itself can log in to your running game servers — access is API-only. A NoSQL-only, serverless architecture that boots per request minimizes the attack surface.
GS2's data structures are consistent across all projects, so you can standardize operations and analytics tooling. Access logs stream to your data warehouse in real time. Open-source GS2-Insight makes analysis easy even for small projects.
Here's what makes so happy
- No more rushing to build operational and support tools right before launch
Breaking away from reinventing the wheel 車輪の再発明からの脱却
How many times have message box functions been created in the world? We already know what to make. There should be a function to send messages, a list of received messages, unread/read management, and the ability to attach in-game items to messages. It would be even better if messages could have an expiration date. There is nothing unique about it. Finally, it's time to break out of this long, long loop.
Features include
- Manage the progress of quests and set challenge conditions and rewards
- Capacity-limited inventory and the ability to stack up to a specified number of the same item in a single capacity
- Ability to organize characters and equipment player own and skills player have already acquired
- In-game stores that sell products for a specific period of time or limit the number of purchases
- Version checking and news distribution
Smart SDK 賢いSDK
The game engine SDKs manage data freshness automatically. Even if you call the API every frame, the local cache prevents wasted requests. You stay focused on game logic.
Here's what makes so happy
- You can concentrate on the job at hand without worrying about the number of communications or processing times
- No more user experience degradation due to wasteful communication processes
GS2's integration for game engines includes a no-code component called the UI Kit, which eliminates the need to write code to reflect data retrieved from the server in the UI. You simply place text in the game engine UI and set what data you want the text to reflect on the server.
Here's what makes so happy
- Artists or Game Designers can update and add to the UI without the need for programmers to do so
- You decide when to apply template updates to your own environment
- Add dev and QA environments at no extra cost for a smoother workflow
Scalability スケーラビリティ
GS2 scales instantly with sudden traffic spikes without hurting the player experience. Run in-game events freely — no more server capacity planning.
We have the following achievements
- Scaled from 500 accesses per second to 130,000 accesses per second in less than 5 minutes with no impact on error rate or response time
- Up to 100,000 accesses per second have been verified by prior load testing
Anti-Cheat チート対策
Data tampering by a malicious player can be fatal to the game. The game's anti-cheat measures cannot be expressed in terms of read and write permissions.It depends on the function whether increasing or decreasing data values is cheating, whether adding or deleting data is cheating.GS2 implements the best anti-cheat measures for a feature by providing microservices to match the features in the game.
Prevents such attacks
- Illegally increasing items or in-game currency
- Attempting to reset the frequency limit counter
- Attempting to equip an item or skill that you do not possess
Security セキュリティ
Not even GS2 itself can log in to your running game servers — access is API-only. A NoSQL-only, serverless architecture that boots per request minimizes the attack surface.
Standardize operational and data analysis tools 運営・データ分析ツールを標準化
GS2's data structures are consistent across all projects, so you can standardize operations and analytics tooling. Access logs stream to your data warehouse in real time. Open-source GS2-Insight makes analysis easy even for small projects.
Here's what makes so happy
- No more rushing to build operational and support tools right before launch
Quick support via chat(Slack or other communication tools).
Support during business hours.
Partner's Support
ASK
24/7 support from GS2 partners.
Please contact our partners for more information.
Special
Prototyping
USD 1000/mo
All features are available at a fixed price for the pre-release
prototype phase only, plus Business Support.
For more information, please contact us via chat.
Professional Service
USD 200/h
GS2 staff can assist with implementation and design.
For more information, please contact us via chat.
Questions and Answers
Q. Can I use GS2 for PC and console games?
A. Yes, GS2 services are available for smartphones, PCs, consoles and browser games. Platforms not listed here can also be used as long as the environment allows HTTP communication. Some services may use WebSockets.
Q. Where is GS2's data center located?
A. We provide services in four regions: Japan, North America, Europe, and Southeast Asia.
Q. How customizable is GS2?
A. Scripts written in Lua language on the server side. Or you can extend the process with AWS Lambda (in any language) in your AWS account. Please feel free to contact us via chat if you want to check if what you want to do is feasible.
Q. Can I copy from the development environment to my account in the production environment?
A. GS2 provides a service called GS2-Deploy. This service allows you to reproduce the same settings across different accounts. Please see the documentation for details.
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Changing to a paid plan can be done by changing the plan in the
project settings.