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Custom backend infrastructure for game studios who need matchmaking, leaderboards, in-game economy, live ops tooling, and player analytics, built to scale with player count without the studio needing to become a distributed systems shop.
Game engines handle rendering and physics. They don't handle the server-side infrastructure that multiplayer games, live service games, and any game with social features require. We build that layer.
Real-time matchmaking that scales with concurrent player count without re-architecture
Leaderboards and ranking systems handling millions of entries with low-latency reads
In-game economy with virtual currency, item management, and transaction ledger
Live ops tooling so game designers can configure events, sales, and content drops without engineering involvement
Recognition
Matchmaking working acceptably at 1,000 concurrent players but falling apart at 50,000 because it was built as a prototype and never redesigned for scale?
Live ops events managed by engineers making direct database changes because there is no tooling that lets the game team configure and schedule events without a code deploy?
In short
RaftLabs builds custom game backend infrastructure for game studios. We build real-time matchmaking systems, leaderboards and ranking engines, in-game economy and virtual currency management, live ops and event tooling, player analytics platforms, anti-cheat systems, and game server orchestration. We build the backend infrastructure that game engines don't provide so studios can focus on gameplay rather than distributed systems engineering. Most game backend projects deliver in 10 to 16 weeks at a fixed, agreed cost.
Companies we've built for


Unity and Unreal handle the client-side experience well. They don't provide server infrastructure for player matching, persistent world state, social features, economy management, or the live ops tooling that makes a game a live service rather than a shipped product.
Studios typically build this infrastructure piece by piece: a quick matchmaking prototype here, a Redis leaderboard there, a manually configured event system that only engineers can update. That approach creates technical debt that compounds as the player base grows and live service requirements increase. The matchmaking that worked at launch can't handle the concurrent player count at peak. The event system that needed an engineer to update becomes a bottleneck for the game team's cadence.
RaftLabs builds the backend infrastructure properly from the start, designed for the concurrency target, with the tooling the game team needs to operate the live service independently.
Long build cycles with no player feedback until launch, then a costly rebuild
Studios that build full game loops before getting them in front of players find out late what works and what doesn't. A level progression system that looked right on paper can fail retention in the first week of soft launch. Each rebuild cycle costs weeks and delays monetisation. We build the backend infrastructure in prioritised order with weekly builds your team can test against the game client. You're not waiting until a full feature set is complete to learn whether the matchmaking feels right or the economy balance holds. Earlier feedback means fewer expensive reversals.
Monetisation mechanics underperforming because the economy infrastructure wasn't built to flex
An in-game economy built without a transaction ledger and server-side validation is hard to tune. When the team can't see where currency is flowing, which items convert, or where the balance sheet is drifting, the response is guesswork. Studios that launch with a proper economy platform, one that tracks every transaction, shows daily active buyers, and reports ARPU and conversion rate by cohort, can adjust pricing, bundles, and earn rates based on actual behaviour. That's the difference between monetisation that improves every sprint and one that underperforms quietly for months.
Cross-platform porting costs multiplying because the backend wasn't built engine-agnostic
When backend integration is built tightly against one engine's SDK, porting to a second platform means rewriting that integration from scratch. A studio that ships on PC and then decides to port to console or mobile faces the same backend work twice. We build backend infrastructure that exposes clean APIs and client SDKs. The game client calls those APIs regardless of the engine it's built in. Porting the client doesn't mean porting the backend. That distinction can save months on a multi-platform release.
Live ops complexity after launch creating an engineering bottleneck for the game team
When every content drop, sale, or event needs an engineer to make a code change or database edit, the game team's operational cadence is constrained by engineering availability. Game designers should be able to configure and schedule events through an interface, not wait in a ticket queue. The gap compounds as the live service matures and the content cadence increases. According to Newzoo research cited by Mistplay (2023), 9% of live-service game players churn specifically because of a lack of fresh content, making live-ops cadence the single most controllable retention lever after launch. Studios running a weekly event cycle without live ops tooling are burning engineering hours on work that should belong to the game team.
Skill-based matchmaking using ELO, MMR, or custom rating systems with configurable match parameters: team size, game mode, region, and latency thresholds. Queue management with wait time estimation and queue abandonment handling. Session creation and player notification when a match is found. Server allocation requesting a game server from your orchestration layer for each match. Match history recording for post-match stat updates and the replay data your analytics team needs. The matchmaking system operates correctly at the concurrent player count your game targets, not just at the level your prototype was tested at.
Global and segmented leaderboards supporting millions of entries with sub-50ms read latency for rank lookups. Time-windowed boards: daily, weekly, seasonal, all-time, with automatic rotation at period end. Friend leaderboards showing a player's rank relative to their social graph without scanning the global board. Score update pipeline handling high-frequency score submissions from active matches without leaderboard inconsistency. Tournament brackets and elimination structures for competitive events. The ranking infrastructure scales to your player base without the latency creep that kills the experience at large scale.
Virtual currency system supporting multiple currency types: premium (real money), earned, and event currencies, with configurable earn rates, spend rules, and currency cap management. Item catalogue management with item attributes, bundle definitions, limited edition flags, and platform-specific pricing. Purchase processing with receipt validation for iOS App Store, Google Play, and Steam. Transaction ledger recording every economy event with the player, the item or currency, the timestamp, and the transaction type. Economy analytics showing daily active buyers, ARPU, conversion rate, and currency sink/source balance. The economy infrastructure powers your monetisation without the risk of exploits undermining the currency value.
Live ops dashboard giving game designers and producers the ability to configure and schedule game events, limited-time offers, battle pass activations, and content drops without a code deploy or engineering involvement. A/B testing framework for economy changes, progression tuning, and UI experiments with the statistical significance monitoring your product team needs. Feature flag management for controlled rollouts to player segments: new content visible to QA before it's live to all players. Push notification and in-game messaging for event announcements and re-engagement campaigns. The live ops tooling decouples the game team's operating cadence from the engineering team's deployment schedule.
Game event tracking capturing player actions: session start/end, level completion, item purchase, match result, social interaction, with the event schema designed for the specific analysis your game team does. Funnel analysis showing drop-off at each progression step so the design team can identify and fix the moments that lose players. Retention cohort analysis showing D1, D7, and D30 retention by acquisition channel, game version, and player segment. Economy health monitoring showing the balance between currency sources and sinks and the early warning signals of inflation or deflation. The analytics layer gives your game team the data to make design decisions rather than guesses.
Server-authoritative game state for competitive game modes so the server validates actions rather than trusting client-reported outcomes, eliminating the class of cheats that require only client modification. Anomaly detection flagging statistical outliers in player performance, economy behaviour, and progression speed for human review. Account security covering login anomaly detection, concurrent session management, and device fingerprinting for ban evasion detection. Cheat report intake and review workflow for community-reported cases. The game integrity layer protects the competitive experience without requiring a dedicated anti-cheat engineering team.
We map your current backend architecture, your concurrent player targets, and the specific systems blocking launch or limiting your live service. We identify which systems to build, rebuild, or leave alone, and document the scope and fixed cost before development starts.
We design the server topology, data layer, and API contracts for each backend system. Scale targets are defined as testable thresholds, not aspirational numbers. The architecture is validated against those thresholds before a line of production code is written.
We build each backend system in prioritised order, with weekly builds your team can test against the game client. API documentation is maintained throughout so your client engineers are never blocked waiting for integration specs.
We support go-live with real-time monitoring, incident response, and capacity management during peak launch traffic. Post-launch, we hand over documentation and runbooks so your team can operate the backend independently, with an agreed support window for issues that surface after launch.
Backend-as-a-service platforms are the right starting point for most studios. They provide matchmaking, leaderboards, economy, and analytics at a low upfront cost and reasonable scale. Custom backend becomes the better choice when your matchmaking logic requires rating systems or match parameters the platform doesn't support, when your economy is complex enough that the platform's item and currency model creates workarounds, when your live ops cadence is constrained by the platform's tooling, or when data ownership and analytics depth are priorities the platform's pricing or data export limits can't serve. We're honest about this. If a BaaS would serve you well, we'll say so. If you've hit the ceiling, we'll scope what a custom build looks like.
Launch day and peak event traffic are the scenarios that break backend infrastructure built for average load. We design for the target concurrent player count at the architecture level. The matchmaking queue, the leaderboard, and the session management are all designed to scale horizontally so additional capacity can be added without re-architecture. Load testing against the concurrent player target is part of the delivery process before launch. For games with uncertain player counts, we build on auto-scaling cloud infrastructure so capacity expands automatically in response to demand.
Yes. The backend infrastructure we build is engine-agnostic. It exposes APIs and SDKs that the game client calls, regardless of the engine the client is built in. We provide client-side integration code for your engine of choice. If your client already has partial backend integration (for example, a matchmaking client that talks to your existing system), we assess what can be migrated or replaced during discovery so the transition doesn't require a full client rewrite.
A backend covering matchmaking, leaderboards, player profiles, and basic analytics typically runs $35,000 to $75,000. A more complete live service infrastructure with in-game economy, live ops tooling, anti-cheat, and a full analytics platform typically runs $75,000 to $150,000. Fixed cost agreed before development starts.
Game backend development
Player profiles, session management, server orchestration
Matchmaking system development
Skill-based matching, queue management, regional routing
In-game economy platform
Virtual currency, item catalogue, transaction ledger
Game analytics platform
Event tracking, retention analysis, economy health monitoring
What clients say
Three-year average engagement. Founders and operators describing the work in their own words. No marketing varnish.

I was pleased with RaftLabs team quality, consistency and execution.
01 / 02
Tell us your game type, your target concurrent player count, and which backend systems are blocking your launch or limiting your live service. We'll scope the right infrastructure and give you a fixed cost.