Stop Building Servers. Start Building Worlds.

Aeion BaaS is an enterprise-grade backend suite for massively multiplayer games, 3D metaverse platforms, and high-concurrency apps. Glicko-2 matchmaking with MMR + Rating Deviation, sandboxed JS / TS serverless functions, double-entry virtual currency ledger, rule-based anti-cheat, battle passes, guild wars, tournaments, voice chat via WebRTC SFU adapters, push campaigns across APNs / FCM / Web Push, B2B Data Embassy zero-trust federation — replace PlayFab, Firebase, Vivox, Agones, PubNub, Photon, and Terraform with one native backend.

Every Backend System a Game Needs

Glicko-2 Matchmaking

Real Glicko-2 algorithm — MMR + Rating Deviation (RD) + volatility, not naive ELO. Anti-smurf enforcement with provisional placement games, party matchmaking, progressive widen times. Production-grade competitive skill rating.

Bulletproof Virtual Economies

Double-entry currency ledger — every transaction debits one account and credits another atomically. Three currency types (soft / hard / premium). Inventory with items, bundles, atomic two-party trades. Dupe exploits are structurally impossible.

Integrated Anti-Cheat

A rule engine, not a blacklist. Five rule types — rate-limit, impossibility check, account-age gate, honeypot, custom JS expression. Severity → action mapping (low → flag, critical → auto-ban) with full evidence collection.

LiveOps & Progression

Tiered XP battle passes (free + premium tiers), tournaments (single-elim / double-elim / round-robin), LiveOps recurring events, time-limited challenges. Drive retention without shipping client updates.

Serverless Cloud Functions

JS / TS functions in isolated sandboxes with memory cap, timeout, transpile-on-deploy. Four trigger types — adhoc, HTTP, cron, event. `console.log` broadcasts live to connected clients via WebSocket.

Voice & Text Chat

WebRTC Voice via SFU adapters (LiveKit / Mediasoup / Agora) with spatial 3D audio. Match-scoped text with profanity filtering. Integrated, not bolted on.

What Ships in Aeion BaaS

Push Notifications

Campaign scheduling, A/B variants, and quiet hours across APNs / FCM / Web Push, with rewards attached and mirrored into the in-game Inbox — so a re-engagement push and the reward it promises never get out of sync.

Inventory

Items, bundles, and two-party atomic trades, with every holding tracked by source (purchased / granted / traded / found) — so "how did this player get that item" is always answerable.

In-Game Inbox

Messages with attached rewards delivered transactionally — if delivery fails partway, the reward rolls back instead of vanishing into a player's "why didn't I get my item" support ticket.

GDPR / COPPA / CCPA

Player data export, anonymization, and deletion run as one operation across every BaaS system, not a checklist of systems to remember to scrub individually.

Guilds & Guild Wars

Create, join, rank, and declare war with point accumulation and prize distribution handled automatically — the social and competitive glue that keeps players coming back together.

Battle Passes & Tournaments

Tiered XP progression across free and premium tracks, plus bracket play with auto-check-in (single-elim, double-elim, round-robin) — live-ops content without a client update.

Achievements & Challenges

The same XP sources feed battle passes and leaderboards, with daily, weekly, and seasonal challenges layered on top for a reason to log in every day, not just every season.

Serverless Function Pipeline

Deploy, trigger, and roll back custom game logic with preview-mode integration testing — ship a balance fix without waiting on a client release.

Match Infrastructure

The matchmaker, lifecycle (queue → ready → playing → ended), tickets, in-match chat, and room-state broadcast are one connected system, not separately-integrated services that can drift out of sync mid-match.

Anti-Cheat & Ban Management

Rule-based detection across 5 rule types, paired with ban administration and a full audit trail — so every suspension is defensible, not a guess.

Leaderboards, LiveOps, Marketplace

Competitive and economy features share one database, one audit log, and one consistent player profile — a trade, a rank change, and a reward claim are never three different sources of truth.

+ more

Rating engine, currency engine, trade service, loot tables, remote config, alert evaluator.

Matchmaking — Glicko-2 + RD, Not Naïve ELO

Real competitive skill rating with confidence intervals.

Virtual Economy — Double-Entry Ledger

Every currency transaction is two ledger entries — one debit, one credit, always balanced.

Anti-Cheat — Rule Engine, Not Blacklist

Aeion's anti-cheat engine evaluates evidence against configurable rules with severity-mapped actions.

Serverless Functions — Authoritative Game Logic

Aeion's serverless function runtime runs JS/TS in isolated sandboxes.

Enterprise DevOps & B2B Federation

The Cloud Architect

Visually design your cloud topology (API Gateways, Lambdas, RDS) on a node canvas and compile to production-ready Terraform (`main.tf`).

Data Embassy (B2B)

Form zero-trust "Digital Alliances" with partners. Live data streams pass through a sanitizing airlock — each event is field-stripped per the signed data contract, re-stamped, and loop-guarded before it crosses the boundary — shared over the internal event bus, not external APIs or webhooks.

Row-Level Security (RLS)

100% of DB interactions wrapped in RLS, automatically injecting tenant context to make cross-tenant IDOR structurally impossible.

Memory-Safe Scaling

Massive cron operations (e.g. resetting 100K+ player leaderboards) use strict paginated chunking to prevent V8 OOM crashes.

Game-studio / backend-buyer questions

PlayFab is acquired-and-deprecated, Firebase is a NoSQL document store retrofitted for games, Photon is a real-time engine without economy / anti-cheat. Aeion BaaS is *purpose-built* for games: Glicko-2 rating, double-entry currency, sandboxed functions, rule-based anti-cheat — one cohesive backend, no third-party assembly required.

Yes. Air-gapped deployment with on-prem Postgres + Redis + S3-compatible storage (MinIO) is available on request. Dedicated game-server pools available via Agones-style orchestration.

ELO doesn't model uncertainty. A 1500-rated player who's played 1 game and another with 500 games have identical ratings — that's wrong. Glicko-2 adds RD (rating deviation) + volatility, so matchmaking can prefer low-RD vs low-RD pairings for closer matches and put high-RD players in provisional games. It's why competitive games (chess, esports) moved away from ELO 15 years ago.

Sub-3-second median match time for active queues. The queue evaluator runs every 3 seconds; widen logic relaxes constraints over time. Hot regions with continuous traffic match faster; cold queues hit the widen-step ceiling at 120s with looser pairings.

The `impossibility` anti-cheat rule. Configure global thresholds (e.g. "score > globalMean + 5*stdDev = blocked"). Combine with `rate_limit` (max 5 submissions/min per board) and `account_age` (must have 10+ played games before ranked submission). Server-side function validation can also be added for game-specific logic.

Aeion's voice engine uses SFU (Selective Forwarding Unit) adapters — LiveKit, Mediasoup, or Agora can plug in. Spatial 3D audio for proximity chat. Match-scoped channels auto-cleanup when match ends. Voice traffic doesn't go through the platform — direct peer-to-SFU.

Yes. The function deployment pipeline has a "preview" mode that runs the function in the sandbox with sample input + captures logs. Plus a full integration test suite via the background job queue's event simulator. Roll forward / rollback via versioned deploys.

Built-in player-data export, anonymization, and deletion flows handle GDPR / CCPA / COPPA. COPPA-compliant age gates can be enforced before account creation. All player data is queryable + deletable in one operation across every BaaS system.

Glicko-2 matchmaking
Double-entry currency ledger
Sandboxed JS/TS functions
Atomic SQL transactions
SOC2 Type II · GDPR Compliant
Zero cold-start functions
WebRTC SFU adapters (LiveKit / Mediasoup / Agora)
Row-Level Security tenant isolation

Aeion BaaS — Deep Dives

[Pricing](/platform/baas/pricing)

No per-CCU charge — $49/mo flat pricing vs PlayFab's $11M/yr at 500K CCU.

[Architecture](/platform/baas/architecture)

45 services + 70 collections across 8 functional surfaces; end-to-end match lifecycle; Glicko-2 implementation.

[Security](/platform/baas/security)

QuickJS WASM sandbox + double-entry currency ledger + rule-based anti-cheat + GDPR + COPPA pipelines.

[Services Catalog](/platform/baas/services-catalog)

All 45 services + 70 collections, organized by domain.

[Tech Specs](/platform/baas/tech-specs)

Module inventory + system metrics.

Compare vs Game Backends

[vs PlayFab](/platform/baas/competitive/vs-playfab)

Microsoft PlayFab per-CCU pricing comparison.

[vs Firebase + PlayFab](/platform/baas/competitive/vs-firebase-playfab)

What most game studios stitch together.

[vs Supabase](/platform/baas/competitive/vs-supabase)

Game-native vs general-purpose BaaS.

SDK + Integration Walkthroughs

[Unity](/platform/baas/integrations/unity)

C# SDK for Unity 2022 LTS – 6.

[Unreal Engine](/platform/baas/integrations/unreal)

C++ + Blueprints plugin for UE 5.2+.

[Steam](/platform/baas/integrations/steam)

Steamworks SDK + dual-inventory + achievements sync.

[APNs](/platform/baas/integrations/apns)

iOS push via token-based auth.

[FCM](/platform/baas/integrations/fcm)

Android push (+ optional iOS, Web) via HTTP v1.

[LiveKit](/platform/baas/integrations/livekit)

Voice chat at 10× less cost than Vivox.

Use Cases by Game Shape

[Multiplayer PvP](/platform/baas/use-cases/multiplayer-pvp)

Glicko-2 matchmaking + anti-cheat + voice + ranked seasons.

[Turn-Based Mobile](/platform/baas/use-cases/turn-based-mobile)

Async multiplayer + push + daily reward loops + IAP.

[Live Ops](/platform/baas/use-cases/live-ops)

Battle pass + events + A/B + segmented push campaigns.

[Social Gaming](/platform/baas/use-cases/social-gaming)

Friends + guilds + chat + voice + trading + marketplace.

[Cross-Platform MMO](/platform/baas/use-cases/cross-platform-mmo)

Unified identity + sharded world + massive guilds + continuous economy.