ServForge
Services
Appwrite, Vultr
Tools
Node.js, TypeScript, JWT

Building multiplayer games is hard enough without having to architect your own backend from scratch every single time.
Most indie developers and small studios spend months building the same infrastructure over and over again: matchmaking systems, cloud saves, NAT punch-through, regional server routing, player authentication, all the unglamorous stuff that has to work before you can focus on actually making your game fun. The existing solutions either cost a fortune, lock you into a specific ecosystem, or require a dedicated backend engineer just to get started.
I built ServForge to solve that problem. It's the multiplayer backend platform I wish existed when I was starting out.
What It Does
ServForge handles all the backend infrastructure so game developers can focus on what they do best: making games. It's built specifically for Unreal Engine 5 and Unity, with first-class integration for both engines and a pricing model that scales with indie budgets.
The platform includes:
Matchmaking & Sessions: Graph-based matchmaking system using litegraph.js with async execution. Players get matched based on skill, region, game mode, whatever parameters you define. Sessions spin up automatically.
Cloud Saves: Cross-platform save system modeled on Roblox DataStore, built on Appwrite TablesDB. Your players' progress follows them across devices and platforms.
NAT Punch-through: Handles the networking complexity so players can connect directly to each other when possible, with automatic relay fallback when it's not.
Regional Routing: Cloudflare Workers handle ping-based region detection. Players automatically connect to the closest server for better latency.
Auth & Player Identity: Role-based permission system with JWT authentication. PlayerID storage that works across platforms, encrypted and OS-specific.
Server Management: Two-tier infrastructure running on Vultr. Parent servers coordinate with dedicated VMs that scale up and down based on demand.
The Architecture
ServForge runs on a distributed architecture designed to scale efficiently and keep costs reasonable for indie developers.
The core runs on Node.js and TypeScript with Appwrite handling the database layer. Cloudflare Workers handle region detection and routing. Vultr provides the compute infrastructure with automatic scaling. Build storage lives on Cloudflare R2.
The entire system is designed around a "cost-plus 30%" pricing model with "Galactic Duty" (5% charitable giving) baked in, so developers know exactly what they're paying for and why.
Everything integrates through clean APIs and SDKs for both UE5 and Unity, with Blueprint-first support for UE5 developers who don't want to write C++.
Current Status
ServForge is in active development under Galactic Studio. The core infrastructure is built and working, with live systems for matchmaking, cloud saves, authentication, and regional routing. The pricing calculator is live on the website, and I'm currently working on expanding the Unity SDK and adding more advanced matchmaking features.
The platform is designed to be the backend infrastructure I wish I'd had access to when I was starting out in game development. It's built by an indie developer, for indie developers, with the understanding that most of us need something that works out of the box without breaking the bank.
Technical Highlights
Graph-based matchmaking using litegraph.js for visual system design
Cross-platform PlayerID storage with encryption and OS-specific handling
Structured error code registry (SF_ERRORS) for consistent debugging
TypeScript enum configuration for server sizing and resource management
JWT role-based permissions with granular access control
Relay fallback systems for NAT punch-through when direct connection fails
ServForge represents the culmination of everything I've learned about backend infrastructure, multiplayer networking, and what indie developers actually need to ship their games. It's the tool I'm building because it's the tool I needed.



