new Launching with the Hytale beta this fall. Get early access.

Run the network, not the backend.

Matchmaking, one identity, and moderation that sticks, across every server you run. The proxies, databases and message buses stop being your problem.

From €5 a month for the backend. No lock-in, cancel any time.

Everything a network needs, no servers to run it

Every capability is a single call in the SDK, behind one API key. You bring the game and the servers; we run the load-bearing backend.

Built natively for Hytale, ready for the beta this fall. Minecraft support is on the way.

Matchmaking

Find the best instance anywhere in your network and route the player there, in one geo- and capacity-aware call.

Player data, everywhere

One identity per player across every server: the coins they earn in a minigame are the same coins in the lobby. No database to run.

Automatic server registration

Servers announce themselves with a heartbeat the moment they boot. Presence, host and port are tracked for you.

Minigame SDK

Write a game class and a hive-game.json manifest. The platform provisions worlds, configs and player data for you.

Punishments & moderation

Bans, mutes and kicks that apply network-wide and survive reconnects, by name even when a player is offline.

On-demand worlds

Boot ephemeral arenas or persistent player worlds on any node, then sleep them when idle. Snapshots are automatic.

One player, every server

Profile, currencies and leaderboards follow each player across the whole network. Read their data on join, write it on leave; there is no database for you to run.

Read the docs

Notch

one identity · network-wide

coins
1,204
wins
88
rank
Diamond

You keep the game. The plumbing disappears.

Everything that used to eat the budget and the weekends, you never set up, never scale, and never get paged for at 3am.

You keep

  • Your minigames and game logic
  • Your worlds, maps and content
  • The servers you run them on
  • Your players and your community

You never run

  • A proxy fleet to move players between servers
  • A database for cross-server player data
  • A message bus to keep state in sync
  • Punishment and ban syncing
  • A registry so servers can find each other
  • Monitoring so it survives Friday night

Matchmaking across every server

Find the best instance anywhere in your network, geo- and capacity-aware, and move the player there. One call routes them; transfers are instant.

Read the docs
// Find the best SkyWars server, anywhere, and send them.
hive.matchmaking()
    .findServer(player.uuid(), player.name(), "skywars")
    .thenAccept(result ->
        hive.transfer(player, result.matchedServer()));

Your servers, on your own Hetzner account

Spin up game servers straight from the dashboard and we deploy them into your own Hetzner Cloud account. You keep full control of the VPS and the billing relationship stays between you and Hetzner. HiveScale only creates the box, installs your server, and connects it to your network.

You own the account
The VPS lives in your own Hetzner project. Root access, snapshots and the invoice stay yours, exactly as if you rented it by hand.
We provision the box
Pick a region and a size, and we create a right-sized server with the SDK already wired to your network.
Connected to your network
It registers on first heartbeat, joins matchmaking and carries player data like any other server on the platform.
How managed servers work

We never touch your account beyond the servers you ask us to create.

Write the game, nothing else

Subclass a genre and override only the rules that matter, like onDeath. Spawns, the countdown, matchmaking, worlds and player data are all inherited; your code stays this small.

Read the docs
public final class SkyWars extends MatchLifecycle<SkyWarsConfig> {

  // Spawns, the countdown and matchmaking are handled for you.
  // You just write the rules. A player died:
  public void onDeath(PlayerHandle p, MatchContext ctx) {
    ctx.eliminate(p);
    ctx.broadcast(p.name() + " was eliminated, " + ctx.alive().size() + " left");
  }
}

The same backend for Hytale and Minecraft, and whatever you build next

The control plane doesn't know how a server boots. Identity, matchmaking, data and worlds are modelled as resources, not game types, so any game with multiple servers and player data can plug in.

Hytale
Native server SPI · Ready for the beta
Minecraft
Paper · Folia · Velocity · Coming soon
Your engine
Bring a thin adapter · Roadmap
One contract
HiveSdk + manifest · Versioned
Coming soon

Fully managed tier

Don't run a single server. Let us host the fleet.

The managed tier runs your minigame servers for you. Matchmaking starts an instance the moment a player queues, a warm pool keeps joins instant, and everything scales back to zero when the lobby empties. No fleet to size, no graphs to watch, no box to own.

On-demand start
Instances boot the moment matchmaking needs one. You never run an idle fleet or guess at capacity ahead of a launch.
Hot starts
A warm pool stays ready, so a queued player lands in a fresh match in under a second instead of waiting out a cold boot.
Built-in matchmaking
The queue routes players into a ready server or starts a new one. Identity, transfers and player data come along, as everywhere else.
ServerPool.java
// Declare a managed pool once. We start servers as players queue,
// keep a warm set ready for instant joins, and scale to zero when empty.
hive.servers().managed("skywars")
    .image("ghcr.io/acme/skywars:latest")
    .warmPool(4)            // hot spares: joins land in under a second
    .autoscale(0, 200)      // zero when quiet, burst for Friday night
    .deploy();

// Players just queue. Matchmaking starts or reuses a server for them.
hive.matchmaking().queue(player, "skywars");

Server sizes

Flat rate, billed by the hour

Small

2 vCPU · 4 GB

€0.02 /server-hour

Standard

4 vCPU · 8 GB

€0.04 /server-hour

Large

8 vCPU · 16 GB

€0.08 /server-hour

Join the waitlist

Pay only for servers that are running. A stopped server, or an empty lobby scaled to zero, costs nothing.

Priced for a hobby, ready for a network

No player-hour math, no surprise bills. A flat price for the backend, billed monthly, cancel any time.

A whole network

€20

per month, billed monthly

Everything you need for a real, multi-server network.

Join the waitlist

What's included

  • Everything in Hobby
  • As many servers as you run
  • Matchmaking and instant transfers between them
  • One identity for every player, network-wide

Hobby

€5 /month

Just one server, for a single SMP or a minigame.

Join the waitlist

You bring the servers; this is just the backend that ties them together. No lock-in, your data stays yours.

Ready when you are

Three steps from here to a running network. Free to start, no credit card, no lock-in.

  1. 01

    Sign up & grab a key

    Create an account, create a network, copy your API key once. No sales call, no approval queue.

  2. 02

    Fork the reference network

    Clone a working lobby + minigame, drop in your key, and docker compose up on your own servers.

  3. 03

    Ship the game

    Cross-server identity, transfers and punishments work out of the box. Write your minigame and go.

Your network could be live this afternoon

Create a network, grab your key, and you're matchmaking players across your own servers before dinner.