GAME SERVER ORCHESTRATION

Every match gets a home.

ShardNexus runs your authoritative game servers, whether that's a dedicated server per match, many rooms per process or a persistent world. It uses the machines you already have, scales out when a game takes off, and never ends a match to patch a host.

UDP · TCP · WebSocketLinux · OpenBSDC SDK for any engine · C++ · Node
1,344players on one 4 vCPU cloud host, measured on a browser game with 12-player rooms at 30 Hz
2.6×less CPU than one process per match, with 16× less memory
≤ 1.5%orchestration overhead from the host agent and SDK
−50%bandwidth with the shared binary snapshot format
Bring the server you already have

One orchestrator for every kind of game server

Ship a Linux or OpenBSD build, describe it in one manifest and pick the model that fits your game. You can mix them in one fleet.

Dedicated server per match

The classic model: one process per match from your own engine or a dedicated server build, over UDP or TCP. It's allocated when players are matched and torn down when the match ends.

Many rooms per process

For lightweight and browser games: rooms are reserved inside long-running processes in milliseconds, so dozens of games share a machine until one takes off.

Persistent worlds

Long-lived shards with checkpoints and regional failover, moved only at safe points instead of on a timer.

Built for small studios with big nights

Cheap when it is quiet. Ready when it is not.

Matchmaking built in

Quickplay, parties, private room codes, backfill and rejoin through one player API. Allocation places each match on the host with room for it.

Drain until empty

Cordon a host for patches, upgrades or removal. It takes no new matches and signals the moment its last room closes.

Direct connections, relays when needed

Players connect straight to the game with signed join tokens: UDP, TCP or WSS with per-host certificates. Authenticated relays cover networks that block direct paths.

Reconnects that hold the seat

A dropped player keeps their place for minutes while a bot stands in, then resumes exactly where they left off.

Scale out, scale to zero

Idle game processes exit on their own. When rooms run short, ShardNexus asks your provisioning tool for another host.

Updates without kicks

New builds take new rooms at once. Old processes finish their matches and exit, with canary percentages and automatic rollback.

Your servers or ours

Run it on your machines, or let us run them

Bring your own servers

Enroll any Linux or OpenBSD machine: cloud VMs, bare metal, or spare capacity on servers you already pay for. You pay your provider; ShardNexus places matches and asks your provisioning tool for more hosts when needed.

Managed capacity

No servers yet? We are opening managed hosting to early-access studios: we run the machines and you pay for the capacity your players use. Tell us in the form below if you want it.

How it works

From build to battle in four steps

  1. Describe your serverOne manifest names the command, ports, session model and limits. It works unchanged on small and large machines.
  2. Enroll your hostsRun the host agent on any Linux or OpenBSD box with a one-time token.
  3. Players ask for a matchQuickplay, parties, private codes and rejoin through the player API, from any client.
  4. Grow and shrink safelySigned webhooks tell your tooling when to add a host and when one is empty.
shardnexus.yamlschema v2
schema_version: 2
fleet: arena-shooter
runtime:
  command: ./ArenaServer
  arguments: ["-port", "${SNX_PORT_GAME}"]
ports:
  - { name: game, protocol: udp, container_port: 0 }
session_model:
  type: one_session      # or multi_room, persistent_world
  capacities: { players: 16 }
scaling: { minimum_ready_processes: 2 }

Put your next game on the Nexus.

ShardNexus is in early access. Tell us about your game and how you want to host it, and we'll get in touch when there is room for your studio.

Already invited? Sign in to the console.

We use these details only to contact you about ShardNexus early access.