How GS2 Fills the Game Backend Gaps
That Epic Online Services Alone Doesn't Cover

If you are building a cross-platform online game, Epic Online Services — EOS for short — is a strong candidate.

EOS is a free cross-platform online service provided by Epic Games. Epic's official site describes it as a free, modular set of services covering multiplayer, accounts, data, and player safety. The licensing page also explains that EOS can be used without royalties or hosting fees, and is free to get started with.

EOS offers many of the features online games need: authentication, friends, presence, lobbies, matchmaking, P2P, voice chat, leaderboards, achievements, player data storage, anti-cheat, reporting, and sanctions.

However, adopting EOS does not mean you no longer need to implement a game server. In real game development, you still need backend features close to your title's own game logic: inventory, paid currency, in-game stores, loot boxes, quests, rewards, in-game mail, daily login streaks, ranking rewards, event operations, and compensation grants.

GS2 is a BaaS designed to solve this area in a way that is closer to how game developers actually work. This article looks at the differences between EOS and GS2, when each one fits, and how they can be used together.

EOS is a cross-platform foundation.
GS2 is a BaaS covering the full range of game server features.

EOS's great strength is cross-platform support.

Being able to use accounts, friends, lobbies, matchmaking, voice chat, leaderboards, achievements, and anti-cheat across PC, console, and mobile — for free — is a major attraction. For titles that value affinity with the Epic Games Store, Epic accounts, crossplay, and Easy Anti-Cheat, it is a strong choice. Epic has also announced that EOS Voice and Easy Anti-Cheat are provided free of charge.

GS2, on the other hand, provides the backend features that come up again and again in game development as services organized around game concepts. For example, GS2 covers areas such as the following.

Area Key features provided by GS2
Player management Authentication, account linking, session management
Item management Inventory, stackable items, equipment, loadouts
In-game economy Paid currency, in-game currency, exchange, in-game stores
Rewards Daily login rewards, in-game mail, idle rewards, reward tables
Progression Quests, missions, stamina, state management
Loot boxes Draws, drop-rate tables, reward granting
Competition & rankings Rankings, score management, seasonal operations
Multiplayer Matchmaking, lobbies, real-time communication
Communication Chat, messaging
Live operations News, version checks, maintenance, data analytics

EOS provides many of the foundational features of an online game. But EOS is primarily strong in accounts, social features, crossplay, multiplayer connectivity, and player safety.

GS2 goes further: the in-game economy, progression, rewards, loot boxes, stores, daily login streaks, in-game mail, ranking rewards — the features you have rebuilt into every game server, provided as services.

Challenges that tend to remain with EOS alone

EOS is a powerful online service, but in real game development the following challenges often remain.

1. Connecting players and managing an in-game economy are different problems

EOS is strong at connecting players: lobbies, matchmaking, P2P, voice chat, friends, and presence. But connecting players and safely managing an in-game economy are different problems.

Free-to-play and live-service games, for example, need flows like these:

  • Rotate the item shop on daily and weekly resets
  • Sell weekly bundles with per-player purchase limits
  • Open loot boxes and grant every drop atomically, with bad-luck protection
  • Convert duplicate drops into crafting materials
  • Grant battle pass tiers and challenge rewards exactly once
  • Run daily login streaks with escalating rewards
  • Send make-good compensation to affected players after an incident
  • Deliver time-limited gifts through the in-game mailbox

EOS is not designed around these high-level in-game economy features. As a result, titles tend to build their own game servers, databases, and cloud functions to implement them.

With GS2, inventory, paid currency, stores, loot boxes, quests, rewards, and in-game mail are handled as game-oriented features. Instead of low-level data storage and server implementation, game developers can build the backend using concepts close to game design.

2. Loot boxes, stores, daily login streaks, and compensation tend to be implemented on the title side

Live-service games need many features after release. For example:

  • Battle passes and seasonal reward tracks
  • Rotating item shops with daily / weekly resets
  • Holiday events and limited-time modes
  • Double-XP weekends and boost events
  • Daily login streaks
  • Ranked season payouts
  • Make-good compensation after outages
  • In-game mailbox deliveries
  • Redeemable promo codes
  • News / message of the day
  • Version gates and forced updates
  • Maintenance windows

EOS provides cross-platform accounts, social features, multiplayer, and safety features. These live-service operational features, however, are not EOS's core offering. So even with EOS in place, the features needed to operate the game end up being implemented per title.

GS2 provides the features live-service operations commonly need as ready-made game-oriented services. You can build a backend in a short time with post-release operations already accounted for.

3. Player data storage alone does not make a game feature

EOS includes Player Data Storage and Title Storage for saving and retrieving data. But what a game backend needs is more than just storing data. Take inventory alone — a real implementation needs specifications like these:

  • Managing owned quantities per item type
  • Handling stackable and non-stackable items
  • Inventory capacity limits
  • Constraints on currently equipped items
  • Handling duplicates when granting items
  • Sending overflow items to a in-game mailbox when the cap is hit
  • Integration with consumption, exchange, selling, upgrading, and crafting
  • Blocking illegitimate client requests
  • Consistency under double execution and retries

Data storage gives you a place to store all of this. But the inventory feature itself still has to be designed on the title side.

With GS2, inventory is handled as inventory, paid currency as paid currency, stores as stores, and loot boxes as loot boxes. Game developers can focus on designing the game's rules rather than implementing storage formats and mutual exclusion.

4. A large amount of game-specific logic surrounds matchmaking and lobbies

EOS offers lobbies and matchmaking — one of its great strengths. But in a real game, matchmaking and lobbies do not exist in isolation. Around a match, you need flows like these:

  • Reference player ratings and ranks
  • Reference owned characters and loadouts
  • Move players to a lobby once a match is made
  • Manage chat and ready states inside the lobby
  • Run real-time communication during the game
  • Save match results
  • Reflect results in rankings and seasonal standings
  • Update quest and mission progress
  • Distribute rewards based on the outcome

These flows tightly couple matchmaking, lobbies, and real-time communication with rankings, rewards, inventory, quests, and other game features.

EOS is powerful as a foundation for connecting players. But game-specific logic — how match results feed into rewards, how rewards are distributed at season end, how match outcomes update quests and missions — tends to remain on the title side.

GS2 provides matchmaking, lobbies, chat, and real-time communication — and also rankings, rewards, inventory, quests, stores, and loot boxes. So instead of treating multiplayer as a separate service, you can design it consistently as part of the backend for the whole game.

5. Free to use is not the same as cheap to implement

EOS's major appeal is that it is free. Epic's licensing page shows that EOS can be used without royalties or hosting fees. That is a very powerful advantage.

However, being free to use is not the same as game-server implementation being cheap. Even with EOS, if you implement features like the following in-house, their development, testing, and operational costs remain:

  • Inventory
  • Paid currency
  • Loot boxes
  • In-game stores
  • Quests
  • Missions
  • Daily login rewards
  • In-game mail
  • Compensation grants
  • Ranking rewards
  • Event rewards
  • Cheat prevention
  • Double-execution prevention
  • Recovery from incidents

And these are never "build once and done." Event updates, specification changes, monetization campaigns, balance adjustments, incident response, and compensation continue throughout the life of the game.

GS2 cuts development and operational costs directly by providing these repeatedly rebuilt game-server features as services. The value of GS2 is not just "using a free foundation" — it is not having to build the game features at all.

Games GS2 is a good fit for

GS2 is especially well suited to games like these:

  • Live-service and games-as-a-service titles
  • Free-to-play games with battle passes, item shops, or loot boxes
  • Games with inventories, loadouts, crafting, or character progression
  • Games that run seasonal events, ranked seasons, or limited-time modes
  • Games with daily streaks, challenges, and reward tracks
  • Games that need player compensation and in-game mail for live support
  • Co-op and competitive games that need matchmaking, lobbies, and chat
  • Cross-platform titles spanning PC, console, and mobile
  • Teams that want online features without hiring a backend team
  • Games that want to combine EOS's crossplay foundation with a higher-level game-feature BaaS

For these games, simply connecting players is not enough. Player belongings, paid currency, stores, loot boxes, quests, rewards, rankings, matchmaking, lobbies, chat, real-time communication, and live operations all need to be handled as one coherent whole. GS2 covers that territory broadly.

When EOS fits, and when GS2 fits

EOS and GS2 both support online games, but their strengths show up in different places.

EOS fits when you want cross-platform accounts, friends, presence, lobbies, matchmaking, P2P, voice chat, leaderboards, achievements, and anti-cheat for free — especially for titles that value Epic accounts, the Epic Games Store, Easy Anti-Cheat, and crossplay. GS2 fits when you want to build the backend features your game needs — in-game economy, progression, rewards, loot boxes, stores, rankings, matchmaking, lobbies, chat, real-time communication — in units that game developers can work with directly.

Criteria Epic Online Services GS2
Pricing Free to use Pay-as-you-go per API request
Epic account integration Strong Not a primary focus
Epic Games Store integration Strong Not a primary focus
Friends / presence Strong Configured to match requirements
Voice chat Available Configured to match requirements
Text chat Provided via lobbies / RTC text Available
Easy Anti-Cheat Available Not a primary focus
Matchmaking Available Available
Lobbies Available Available
Real-time communication P2P and others Available
Player data storage Available Data management per game feature
Inventory Often implemented per title Provided as a dedicated service
Paid currency Often implemented per title Provided as a dedicated service
Loot boxes Often implemented per title Provided as a dedicated service
In-game stores Often implemented per title Provided as a dedicated service
Quests / missions Achievements are provided; quest progression tends to be custom-built Provided as dedicated services
Daily login rewards Often implemented per title Provided as a dedicated service
In-game mail / compensation Often implemented per title Provided as a dedicated service
Rankings Available (Leaderboards) Available
Ranking rewards Often implemented per title Built by combining rankings and rewards
Reducing server development Effective for crossplay and social foundations Strong across game features as a whole

For a more exhaustive feature-by-feature comparison, see the feature coverage matrix on our top page.

EOS and GS2 can be used together

Even if you already use EOS, using GS2 alongside it is a valid option.

For example, you can keep EOS for Epic account integration, friends, presence, voice chat, Easy Anti-Cheat, and your crossplay foundation, while building the in-game economy, loot boxes, stores, inventory, quests, rewards, rankings, matchmaking, lobbies, chat, and real-time communication on GS2. This lets you keep EOS's cross-platform strengths while GS2 covers the game-feature areas where implementation work tends to remain.

In particular, even for projects already running on EOS, GS2 is worth considering if you face challenges like these:

  • Custom game-server code keeps growing
  • You are not confident in the consistency of inventory and paid currency
  • Loot box and store implementations are duplicated per title
  • Distributing rewards and compensation is a heavy operational burden
  • Quests and missions are implemented one by one
  • Ranking rewards and seasonal events have grown complex to implement
  • The chain from matchmaking to lobby, match results, and reward payout has grown complex
  • Backend development becomes the bottleneck every time you add a feature

GS2 is not only a replacement for EOS — it also works as a complement that covers the game-feature areas where EOS alone tends to leave implementation work.

Summary: EOS connects your players.
GS2 runs your game.

EOS is a powerful cross-platform online service that is free to use. It is strong at connecting players: accounts, friends, presence, lobbies, matchmaking, P2P, voice chat, leaderboards, achievements, and anti-cheat.

But the truly time-consuming part of game development is not only connecting players. The bigger challenge is how to safely build — and keep operating after release — the backend features close to your game's own specifications, such as battle passes, rotating item shops, loot drops, ranked seasons, and player compensation. Even with EOS, if these features have to be assembled on the title side, the amount of game-server implementation may not shrink as much as expected.

GS2 solves this by providing the backend features games need over and over again as services.

What game developers should really spend time on is not mutual exclusion for item grants, double-execution prevention for reward claims, persisting draw results, or distributing ranking rewards. It is how fun the game is, retention, event design, and the player experience.

Connect players with EOS, and run the game with GS2. Combining a cross-platform foundation with a game-feature BaaS can greatly reduce the burden of online game development. If you want to cover the game-feature areas where EOS alone tends to leave implementation work — and reduce the burden of server development — GS2 is a practical choice.

GS2 is free to get started. Create an account and try a backend designed for games.

Start GS2 for Free

See the full list of GS2 features

* Epic, Epic Games, Epic Online Services, and Easy Anti-Cheat are trademarks or registered trademarks of Epic Games, Inc. This page is not endorsed by or affiliated with Epic Games.

* The statements about EOS on this page reflect our understanding based on publicly available information at the time of writing. Please check each service's official website for the latest features, pricing, and availability.