Aeion BaaS for Cross-Platform MMOs

MMOs are the most demanding game backend category — persistent character state across PC + console + mobile, cross-platform identity (Google/Apple/Microsoft OAuth natively; Steam/PSN/Xbox via your own bridge into Aeion's user record), guild + social graph at scale, continuous economy (currency ledger with configurable sinks), anti-cheat against the most motivated attackers. Aeion BaaS ships the metagame backend for all of it.

MMO Backend Requirements

MMOs are uniquely demanding:

Unified Identity Across Platforms

A player who plays on PC + on mobile + on console should see THE SAME character.

Sharded Architecture

MMOs traditionally run on sharded servers (Realm A, Realm B, etc.) for capacity. Aeion supports this naturally:

Continuous Economy + Anti-Inflation

MMO economies face slow inflation pressure: every gold-farming mob adds gold to the world; gold sinks (taxes, repair costs, auction house fees) remove it. Without sinks, inflation kills the economy.

Massive Guild Support

MMO guilds can be huge — World of Warcraft allows up to 1000 members. Aeion's guild system handles this scale:

High-Availability Requirements

MMO downtime = player rage. Aeion's deployment patterns for HA:

FAQ

Aeion's stateless API layer scales horizontally, and Postgres read replicas + Redis handle the read-heavy metagame load typical of MMOs. For giant-MMO scale, talk to your Enterprise TAM about a load-test plan against your specific access patterns rather than relying on a generic published benchmark — workload shape (read/write ratio, hot-record contention) matters more than a single CCU number.

Both. Aeion holds the metagame state (inventory, currency, achievements, guild, friend graph). Your game-server holds the world simulation state (positions, NPCs, dynamic events). Save game-server-side state to a separate persistence layer or to Aeion's match-event history / custom collections.

Yes — chat channels can be global (cross-shard) or shard-scoped. Configure per-channel: global for "world chat" (high volume but useful), shard-scoped for "trade chat" (anti-spam).

Aegis time-travel feature can roll back specific collections to a point-in-time. Discuss with Enterprise TAM before doing this in production.

No. Your game-server runs at whatever tick rate (20Hz, 30Hz, 60Hz). Aeion is HTTP REST + Realtime WebSocket; not in the tick loop. Game-server reports state to Aeion at relevant moments (player saves, instance completions, etc.).

Yes — Aeion's subscription service supports recurring billing across Stripe / PayPal. Player subs auto-renew; lapse triggers reduced-feature mode (configurable per-game).

Rough sizing: 1M MAU × ~10MB / player (character + inventory + history) = 10TB. With Postgres + appropriate partitioning + read replicas: ~$5-20K/mo cloud DB. Aeion's tier is flat; the DB cost scales with your data, not Aeion's pricing.

MMO-grade game backend on flat-tier pricing.