Docs/Overview
Beta Gamer ยท Games as a Service

Your platform.
Our game engine.

One API call creates a match. We run the real-time state, the matchmaking, and the bots โ€” 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.

Base URL โ€” api.beta-gamer.com/v1REST + WebSocket
CheckersTic Tac ToeConnect 48-Ball PoolLudoFight ArenaCheckersTic Tac ToeConnect 48-Ball PoolLudoFight Arena
โ—†

Every page here documents hosted matchmaking โ€” a tenant server explicitly assembling a match, the pattern powering every example on this site โ€” across six games, each run through a real match live before being written up. Nothing below is aspirational.

Start here

The engine, running right now

Active sessions, 7 daysโ†‘+12.4%
1,284
Uptime, last 24 hours
100%

Tenant-isolated matchmaking. No shared failure domain.

Avg. matchmaking time
1.8s

Within 200 ELO points, every time.

Match volume by game

Checkers and Pool lead the pack โ€” see the full split on each game's own page.

Why hosted matchmaking

Auto-queueโ†’player-initiated

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 โ€” the queue does.

Hostedโ†‘documented here

Your own backend explicitly assembles the match โ€” 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.

Six games. One integration.

Same session API, same webhook, different game. Every tile below is the actual matchmaking pool.

Checkers1v1 ยท ELO
Tic Tac Toe1v1 ยท quick
Connect 41v1 ยท casual
8-Ball Pool1v1 ยท physics
Ludo2-4p ยท dice
Fight Arena1v1 ยท combat