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.
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.