Aeion BaaS for Live Ops
Modern game retention lives in live ops — the weekly cadence of new content, events, battle pass tiers, tuning passes, A/B tests, segmented push campaigns. Aeion BaaS ships all of these as first-class primitives: a battle pass system, a live-ops engine, remote config with per-cohort A/B, challenges, tournaments, and push notifications with segment targeting. No separate "live-ops platform" vendor.
What "Live Ops" Actually Is
Live operations is the discipline of running a live game post-launch — content cadence, economy tuning, event scheduling, retention experiments, monetization optimization. The work happens weekly to monthly:
Battle Pass Engine
The dominant retention model for F2P games. Aeion's battle pass engine:
Remote Config + A/B Testing
Live games need to tune economy + balance + feature flags without code deploys. Aeion's remote config engine:
Limited-Time Events
"Winterfest 2026" — a 2-week event with unique missions, exclusive rewards, themed UI.
Segmented Push Campaigns
"Bring back lapsed players" is the highest-ROI marketing channel for live games. Aeion's segmentation:
FAQ
Specialized marketing platforms are still useful for cross-app campaigns. Aeion's push notification system handles in-game live ops; for broader user-acquisition push (FCM Conversions, multi-channel campaigns), pair with Braze/OneSignal. For most game studios, Aeion alone is sufficient.
Minimum 1000 players per variant for meaningful statistical significance on retention metrics; 5000+ for revenue metrics. Aeion's remote config engine doesn't enforce minimums; your data analysis does.
Yes — there's no separate "operator" vs "community" tournament tier in the data model; any tournament is created via the same tournament engine API. Whether you expose tournament-creation to players or keep it operator-only is a permission your game's own client/API layer enforces.
Aeion's CDN delivery via `/modules/files` (S3) — no hard cap. Large theme packs (1GB+ assets) ship via incremental download / patcher. Aeion provides the version + manifest; the patcher is your client code.
Aeion's in-game inbox. Operator can send in-game-only messages (no push); player sees them in the inbox UI. Useful for non-urgent info (event tutorials, refund explanations, etc.).
Aeion's push campaigns schedule to a single fixed timestamp (`scheduledFor`), and device tokens carry a per-device timezone Aeion uses for quiet-hours suppression — but resolving a single campaign send-time into "8AM local for everyone regardless of timezone" isn't a built-in scheduling primitive today. For that pattern, you'd batch campaigns per timezone cohort yourself.
Yes — define event variants; Aeion's live-ops engine assigns cohorts; players see different event content. Common pattern: A/B test reward tier structure to find optimal curve.