Aeion BaaS for Multiplayer PvP
Competitive PvP games (FPS, MOBA, fighting, battle royale, sports) need a backend that wins on five axes: skill-based matchmaking (Glicko-2 with RD), server-authoritative anti-cheat, sub-700ms voice chat, ranked seasons + tournaments, low-latency match-state replication. Aeion BaaS ships all five as first-class primitives.
The Multiplayer PvP Stack
Competitive games have specific requirements general-purpose BaaS doesn't address:
The Recommended Stack
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Glicko-2 in Action
Why Glicko-2 over Elo:
Anti-Cheat for Competitive PvP
Competitive games attract motivated cheaters. Aeion's defense-in-depth:
Ranked Seasons + Tournaments
Competitive games run ranked seasons (typically 3-month cycles) + run tournaments.
FAQ
PlayFab's per-CCU pricing kills the economics at scale. Aeion's flat-tier pricing is 10-100× cheaper at moderate scale. PlayFab has more pre-built integration with Azure Game Stack; Aeion has 45 services in one cohesive backend.
Different layer. Agones (or AWS GameLift, custom Kubernetes) orchestrates game-server PROCESSES — spinning up + scaling down. Aeion handles game-server-SIDE metadata + matchmaking; you point your Agones-orchestrated servers at Aeion for state. Use both.
Yes — Aeion's adapter pattern lets you use EOS for P2P NAT traversal while using Aeion for matchmaking + economy. Migration to Aeion-only is feasible later.
That's not skill-based matchmaking — it's friend invites. Use Steam Lobby API + Aeion's private-match ticket creation to bridge.
Depends on your match-event volume. A 30-min FPS match: ~5-50MB of structured events; storing 10K matches/day at 30MB = ~9TB/month. Use S3 lifecycle policies (hot for 30 days, cold for 1 year, delete after).
Yes — Aeion's matchmaking treats all platforms as one rating pool by default. Configure cross-platform restrictions per game-mode (e.g., disable PC vs mobile matching in ranked for fairness).