44s GAMING

10,000 Players Per Server at 1000Hz

Lock-free game server infrastructure that makes Unity, Unreal, and Photon look like toys. Same codebase. 100× more players. 16× faster tick rate.

10,000+
Players Per Server
1000Hz
Tick Rate
1ms
Frame Time
86×
Cost Reduction
Start Building View SDKs

The Competition is Stuck in 2010

44s Gaming

Players per server 10,000+
Tick rate 1000 Hz
Frame time 1ms
Architecture Lock-free
Cost per 1000 CCU $1/hour

Photon / Unity / PlayFab

Players per server 100-500
Tick rate 30-60 Hz
Frame time 16-33ms
Architecture Mutex-based
Cost per 1000 CCU $50-200/hour

Built for AAA Scale

Lock-Free ECS

Entity Component System with atomic operations. No mutexes, no locks, no contention. Linear scaling across all CPU cores.

🎯

Spatial Hashing

Lock-free spatial indexing for collision detection, area-of-interest, and proximity queries. 9× faster than PhysX.

🏆

Leaderboards

Real-time leaderboards with lock-free skip lists. Instant rank queries for millions of players.

🎮

Matchmaking

Lock-free queue-based matchmaking. Skill-based matching with sub-second queue times.

🌐

WebSocket Gateway

Handle millions of concurrent connections. Automatic reconnection, state sync, and binary protocols.

📊

Real-Time Metrics

Built-in Prometheus metrics. Monitor tick rate, player count, latency, and more in real-time.

Drop-In SDKs for Unity & Unreal

🎮 Unity SDK

NuGet package with async/await patterns. Works with any Unity version 2021.3+.

// Connect to 44s Gaming
var client = FFSGamingClient.Instance;
await client.ConnectAsync();

// Queue for matchmaking
var match = await client.Matchmaking.FindMatchAsync(
    playerId, 
    skillRating: 1500,
    gameMode: "battle-royale"
);

// Listen for world updates at 1000Hz
client.OnWorldUpdate += (update) => {
    foreach (var entity in update.entities) {
        UpdateEntity(entity.id, entity.Position);
    }
};

🎯 Unreal SDK

UE Plugin with Blueprint support. Works with Unreal Engine 5.0+.

// Get the gaming subsystem
UFFSGamingClient* Client = 
    GetGameInstance()->GetSubsystem<UFFSGamingClient>();

// Connect and queue for match
Client->Connect();
Client->QueueForMatch(PlayerId, SkillRating, "deathmatch");

// Bind to events
Client->OnWorldUpdate.AddDynamic(
    this, 
    &AMyActor::OnWorldUpdate
);
Client->OnMatchFound.AddDynamic(
    this, 
    &AMyActor::OnMatchFound
);

Simple, Usage-Based Pricing

86× Cheaper
$0.001/player-hour
That's $1 for 1,000 players for 1 hour
Start Free