Your platform.
Our game engine.
One API call creates a match. We run the real-time state, the matchmaking, and the bots — you own the players and the product around them. This reference is built for one thing: getting your first real match running today, not eventually.
Every page here documents hosted matchmaking — a tenant server explicitly assembling a match, the pattern powering every example on this site — across six games, each run through a real match live before being written up. Nothing below is aspirational.
Start here
Why hosted matchmaking
A player's own client joins a queue and waits for whoever else shows up. Simple, but you don't get to decide who plays whom — the queue does.
Your own backend explicitly assembles the match — pull two friends together, seed a tournament bracket, or pair players by whatever logic you actually run. The engine executes the match; you decide who's in it.
Games documented here
Every one of these has run a real match through hosted matchmaking, with bugs found and fixed rather than assumed away. Archery and Chkobe exist on the platform but aren't documented yet — Archery still has an open matchmaking bug, and Chkobe hasn't been migrated to hosted matchmaking at all. Both land here the moment that's no longer true.