Warming up the server hamsters...
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For game studios

Game serversfor your launch and every patch after it

Deploy your server builds to 21 locations, scale fleets with your player count and roll back a bad patch in seconds. Run it on our bare metal, Google Cloud or AWS, all from one control plane.

Runs onFragnet bare metalGoogle CloudAWS
deploymentBuild 1.4.2Rolling out
Europe10 locationsLive
North America6 locations40%
Asia-Pacific4 locationsQueued
South America1 locationQueued
Servers finish their matches before they switch buildPauseRevert to 1.4.1
$ fragnet deploy 1.4.2 --fleet prod --strategy rolling
✓ Build 1.4.2 uploaded (2.1 GB)
✓ Europe: 10 of 10 locations healthy
→ North America: draining matches, then restarting
$ 
Regions

21 locations, one deploy

Put fleets where your players are. Ship the same build to one location or all of them, and add regions as your game grows.

0 locations. 0 regions.
<60 ms60–120 ms>120 msNot measured

Select a region for more detail. Hover, focus or tap a marker.

North America6

Los Angeles, Chicago, Dallas, Atlanta, New York, Montreal

South America1

São Paulo

Europe10

London, Amsterdam, Frankfurt, Paris, Oslo, Stockholm, Helsinki, Warsaw, Bucharest, Athens

Asia-Pacific4

Mumbai, Singapore, Tokyo, Sydney

Scale

Scale with your player count

Fleets grow as matches fill and shrink when players log off, so a launch spike and a quiet Tuesday both cost what they should.

  • Autoscaling per region

    Set a headroom target and limits per fleet. Servers are added as matches fill and released when players leave.

  • Warm capacity for launches

    Reserve servers ahead of a launch or event so the first wave of players never waits in a queue.

  • Burst into the cloud

    When bare metal in a region is full, extra servers start on Google Cloud or AWS and stop once demand drops.

fleetfrankfurt-prodLast 24 hours
Players now
18,240
Servers
412
Headroom
15%
PlayersServer capacity
Min servers
40
Max servers
600
Headroom target
15%
Scale-down delay
10 min
buildsmy-game-server
1.4.2Rolling outCanary at 10% in Europe
1.4.1LiveRunning in 21 locations
1.4.0PreviousKept for rollbackRevert
1.3.9PreviousKept for rollbackRevert
$ fragnet rollback --fleet prod --to 1.4.1 --regions eu
→ Draining 1.4.2 servers in 10 locations
✓ Europe back on 1.4.1 in 38 s
Deploys

Push, roll out, revert

Ship patches without a maintenance window. Every build is kept, so the last good version is always one command away.

  • Roll out by region

    Start with a canary in one region, watch crash rates and match times, then widen the rollout when it looks healthy.

  • Drain before restart

    Servers finish their current matches before they switch build, so no one gets kicked mid-game.

  • Revert in one command

    Every build stays available. Going back to the last good version takes seconds, per region or everywhere.

Infrastructure

On-prem, our cloud or yours

One control plane for every server, wherever it runs. Mix providers per region and move fleets between them without changing your build.

Control plane

Fragnet bare metal

Our own hardware in 21 locations, set up for game traffic.

Your data center

Install our agent on your machines and manage them next to everything else.

Google Cloud

Run fleets in your own Google Cloud project, billed to your account.

AWS

Run fleets in your AWS account and keep using your existing commitments.

Integrations

Fits into your pipeline

Upload builds from CI, manage fleets from code with the CLI or REST API, and send events to the tools your team already watches.

Works with
  • GitHub Actions
  • GitLab CI
  • Jenkins
  • Docker
  • Unity
  • Unreal Engine
  • Godot
  • Discord
  • Slack
# .github/workflows/deploy.yml
- name: Deploy server build
  run: |
    fragnet builds push ./build --version 1.4.2
    fragnet deploy 1.4.2 --fleet prod \
      --regions eu --canary 10% --drain
Security

Security and compliance

Built so your security review has short answers.

Isolated projects

Each project gets its own network, credentials and fleets. Nothing is shared with other studios.

Roles and single sign-on

Give each teammate the access they need, sign in with your identity provider and review every change in the audit log.

DDoS protection

Game traffic is filtered before it reaches your servers, in every location.

Data residency

Keep player data and logs in the EU, or in the regions your contracts require.

Contact

Talk to our team

Tell us about your game and where your players are. We’ll reply by email to set up a call.

Where do you want to run servers?