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.
Replaces
Every Backend System a Game Needs
Engineered for atomic reliability and extreme scale.
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
A complete game backend. Not a Photon / PlayFab wrapper.
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
Aeion BaaS goes beyond gaming, powering planetary-scale cloud architecture.
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.
Why one cohesive backend wins.
The gaming-backend market is a graveyard of point solutions: PlayFab acquired by Microsoft and deprioritized, GameSparks shuttered, Vivox locked into Unity, Photon split across 5 products, Nakama positioned as "the open-source Firebase for games" (with all the same limitations). Indie studios end up taping together PlayFab + Firebase + Vivox + Cloud Code + a custom rating service + a custom anti-cheat + Terraform for infra — that's 7 vendors, 7 billing portals, 7 audit logs, 7 places to debug a single match flow. Aeion BaaS collapses that into one operating-system module. Glicko-2 rating writes to the same Postgres as the currency ledger as the leaderboard. The serverless function reads from the same DB the matchmaker writes to. The audit trail is unified. That's what "platform" actually means — one cohesive backend, not a federation of vendors.
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
The full page set for engineering, security, and procurement evaluations.
[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
Engine SDKs + platform identity + push providers + voice transport.
[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.
Ready to scale your virtual world?
Deploy an enterprise-grade game backend in minutes, not months. Glicko-2 matchmaking, double-entry currency, sandboxed functions, rule-based anti-cheat, voice chat, battle passes — native to Aeion OS.