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Lonca

The game backend with live ops built in.

From your first player to a million a day. Player accounts and cloud saves, leaderboards, friends, teams, chat, an inbox and a wallet, plus live ops your product team launches from a console. SDKs for Unity, Godot and web.

Book a 20-minute early access callEarly access opens to a small group of studios first.

Open source. Run it on Lonca Cloud or on your own servers.

  1. Demo Studio
production

Overview: how the game is doing right now, and which events are on air

All screens show synthetic data.

Configured, not coded

Events, rewards and schedules are set up in the console by your product team. No server code and no app release to launch one.

Every system a live game needs

Players, cloud saves, leaderboards, tournaments, teams, chat, inbox, wallet and promo codes, designed to work together.

Unity, Godot and web

Generated SDKs for Unity, Godot and web games, with retries, token refresh and typed errors built in.

Cloud or self-hosted

Use Lonca Cloud and our platform team keeps it up, or run the open-source core on your own infrastructure.

The whole game backend, not just live ops.

Accounts and saves, leaderboards and PvP, friends, teams and chat, a wallet and promo codes. Every system is built in and works with the others, so a reward from any event lands in the same inbox and wallet.

Player accounts and cloud saves you don't have to build.

Sign-in, linking, sessions, cloud saves, profiles and stats, with privacy requests handled across every system and support tools your team can use without an engineer.

  • Sign-in

    Start as a guest on the device, then link Google, Apple, Facebook or a username and password. If an account is already linked elsewhere, the player can switch this device to it.

  • Sessions and bans

    Short-lived tokens with rotating refresh, a cap on sessions per player, revocation within seconds, and temporary or permanent bans.

  • Cloud save that never overwrites silently

    One versioned save per player with conflict detection, history and restore. The player's other devices are told when their copy is stale.

  • Profiles and stats

    Display name, avatar, level, friend code and your own typed fields. Stats that sum, keep the max or the latest, daily, weekly, seasonal or all time.

  • Privacy requests

    Deletion runs across every system after a grace period, and players can export their personal data. Apple and Meta deletion callbacks are handled.

  • Support tools

    Restore a save, reverse a transaction or re-deliver a reward from the console. Every action lands in the audit log.

Every hit game runs the same events. Every studio builds them by hand.

The biggest casual games run tournaments, races, team battles and passes under their own names. Lonca's template library is designed around 18 of these event types, so a product manager picks one, sets rewards, rooms and a schedule, and launches.

  • Tournament

    Compete for rank in rooms of players at their level over a few days.

    rooms · stages · rank prizes

  • Race

    First to reach a target in a small room wins.

    target · room size · place prizes

  • Team vs team

    Their team faces other teams; the team score decides.

    team rooms · in-team rank

  • Team goal

    The whole team fills one chest or beats one boss together.

    shared target · team size tiers

  • Partner co-op

    Two players progress together toward one goal.

    pairs · invites · shared milestones

  • Season pass

    Climb tiers on a free track and an optional premium one.

    milestones · free + premium

  • Card album

    Collect cards into sets for set rewards.

    collections · set rewards · card packs

  • Board game

    Earn moves from levels and travel a board of rewards.

    moves from levels · milestones

  • Daily reward

    Come back each day for a wheel spin or a calendar gift.

    day-indexed calendar

Dev, staging and production for every game.

Every game gets three environments, each with its own players, data and keys. Build against dev, rehearse events in staging, and ship to production when they're right.

Nothing crosses over
Players, saves, wallets, leaderboards and API keys stay in their own environment.
Rehearse live ops
Dev and staging have test players and a time offset, so a three-day event plays out in ten minutes before anyone sees it.
Promote, don't rebuild
Copy an event definition from staging to production, or export it as a bundle.
Test traffic stays in its lane
Load tests and QA in dev and staging run apart from production, so they never slow live players.

Keeping a game online is a job of its own.

High availability, fault tolerance, horizontal scaling: most game teams learn what these mean the day an event goes viral and the backend falls over. On Lonca Cloud they are our job, not yours. Self-hosting? The open-source core is built the same way.

  • High availability

    The backend keeps answering even when one of its servers goes down.

    With Lonca: Every part of Lonca is designed to run in more than one copy. On Lonca Cloud the target is 99.9% availability a month, with one platform team on call for every game.

  • Fault tolerance

    When something breaks, nothing a player earned is lost or handed out twice.

    With Lonca: A save or a reward is confirmed only after it is safely stored, rewards are claimed exactly once, and caches rebuild themselves from durable logs. The recovery target is under 15 minutes.

  • Horizontal scaling

    Adding more servers when more players arrive, instead of buying a bigger one.

    With Lonca: Lonca's API servers keep no player state, so more can be added at any time, and the data layout is designed for a game at 1M daily players.

  • Traffic spikes

    The minute an event starts, everyone opens the game at once.

    With Lonca: Busy writes such as scores and team totals go to memory first and reach the database in batches, and rate limits per player and per game keep one busy game from slowing the rest.

  • Security and isolation

    Each game's players and data stay separate and protected.

    With Lonca: Passwords are hashed with Argon2id, access tokens are signed and expire after 15 minutes, every connection uses TLS, and every query is scoped to one game. Export and deletion requests run across every system.

  • Running it every day

    Monitoring, alerts, upgrades and someone awake at 3 a.m.

    With Lonca: On Lonca Cloud, one platform team runs it for every studio, so you get the backend without the pager. Self-hosting? You run it, on the same design, with usage metering built in.

Open source. Run it your way.

Lonca's core is open source. Let us run it on Lonca Cloud, or host it yourself on your own infrastructure, with the same live ops, game systems and SDKs.

  • Lonca Cloud

    We run it for you: scaling, failover, upgrades and on-call. You get a console and an API, priced by usage.

    • Run by one platform team for every studio
    • Designed for 99.9% monthly availability
    • Usage-based pricing, aiming for a fraction of in-house cost
  • Self-hosted

    Run the open-source core on your own servers, in your own cloud account or region. No license fee; you run the infrastructure.

    • Your data stays on your infrastructure
    • The same backend as Lonca Cloud, without the billing
    • Usage metering built in for capacity planning

Many games share one backend.

Most game backends run a stack of services per game, each kept at spare capacity and mostly idle off-peak. Lonca is one modular backend where many games share each pod, like car pooling: fewer pods, each one fuller. Every game's data, limits and keys still stay apart.

Today: a stack per game

Game A

Game B

Game C

Lonca: games share pods

Three games, three shared pods instead of nine, each one fuller. Every game's data, rate limits and keys stay isolated. Illustration, not a measurement.

Aiming to cut the cost of running a game by more than half.

A casual game at 1 million daily players, per year. In-house means two backend engineers plus highly available infrastructure. Lonca's figure is our target price, not a quote.

In-house

$1.34M – $2.16Ma year

2 backend engineers at $72K–$180K each, plus highly available infrastructure at $0.10–$0.15 per daily player per month.

Lonca Cloud (target)

$600Ka year

$0.05 per daily player per month, no backend hires. 55%–72% less.

Estimate for a casual game at 1M daily active players. Lonca Cloud's price is a target, not a quote. Self-hosting has no license fee.

How Lonca compares.

A fair look at the backends casual studios use today, including where Lonca is not ready yet.

  • Nakama vs Lonca
    Strengths
    Open-source game server with a full game feature set
    Trade-offs
    Event logic lives in server code you write; live ops (Satori) and meta systems (Hiro) are separate paid products
  • Metaplay vs Lonca
    Strengths
    Source code access and a strong live-ops dashboard
    Trade-offs
    Unity and C# only, and it expects engineers to write the server logic
  • PlayFab vs Lonca
    Strengths
    Mature, works with any engine, many game features
    Trade-offs
    Events and game logic still need CloudScript
  • Unity Gaming Services vs Lonca
    Strengths
    Simple setup with game features built in
    Trade-offs
    Unity-first, and live ops need Cloud Code
  • Firebase vs Lonca
    Strengths
    Simple setup, any engine, good auth and data
    Trade-offs
    Every game feature is built by hand
  • Supabase vs Lonca
    Strengths
    Open source, simple setup, any engine
    Trade-offs
    Every game feature is built by hand
  • Lonca

    Strengths
    No-code live ops, every core game system, Unity, Godot and web SDKs, open source on Lonca Cloud or self-hosted
    Trade-offs
    Early access: not generally available yet

Tell us about your game.

Join the waitlist and we'll write to you personally before early access opens. Or book an early access call and we'll walk through your game and backend together.

  • SDKs for Unity, Godot and web games.
  • Open source: Lonca Cloud or self-hosted.
  • Built for casual and mobile games with live ops on day one.
  • A founder answers every signup.