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Your Team Is Running Kubernetes. They Should Be Building a Game.

Your studio doesn’t plan to spend months on infrastructure. But your backend team has other ideas.

Someone on your engineering team, probably several people, are managing a Kubernetes cluster instead of pushing feature updates. After all, somebody has to wire it all up, and it usually ends up being your best engineers.

With Armadas, we've built out the orchestration layer that keeps your team on the game and not your infrastructure.

What Armadas Do

An Armada is a regional cluster of identical, ephemeral game servers, all running the same build. You commit the single build along with your configurations and GameFabric will manage your deployment, scaling, health checks, and matchmaking handoff to the letter. Servers spin up before they're needed, sit in a ready pool, get allocated to a match, run for the duration of the session, and shut down. Your Armada will replenish the pool automatically.

GameFabric can provision over 250 game servers every second, so your infrastructure keeps pace with matchmaking demand on launch day, content releases, and unexpected traffic spikes.

If you’re running across multiple regions, ArmadaSets extend this to a master template that replicates your infrastructure globally. One deployment update syncs across every active region, while maintaining isolated, region-by-region version histories.

Hybrid, Out of the Box

Each Armada can run across both bare metal and cloud in the same region, with priority-based scheduling. Your bare metal absorbs your predictable baseline load first, while cloud covers your peaks. When demand drops, cloud scales back. It manages this automatically, without custom logic on your side.

This is the architecture a lot of studios try to build for themselves after one too many runaway cloud bills. With Armadas, you get it complete from day one.

Patch Day Without the Stress

Shipping a patch to a live player base is inevitably stressful, but it’s doubly so when you don't have an instant rollback path. Armadas have revisions: every configuration change creates a versioned snapshot of your state. When you push a new build, you can roll it out gradually or run old and new versions in parallel while you validate. If something goes wrong, rolling back is a deliberate action, not an emergency scramble.

If you've had a bad patch land on live players and had to figure it out on the fly, this is for you.

Matchmaking in One Call

Hooking a matchmaker up to a constantly shifting server is notoriously finicky. So GameFabric offers an Allocator service, which handles the handshake between your matchmaker and live servers. When a match is ready, your matchmaker sends a single API call to the Allocator. It picks an available server, and immediately passes along any match-specific data like map, mode, or player list.

We’re compatible with standard matchmaking patterns and custom matchmakers via API, so you get to keep the matchmaker you're most comfortable with.

What Your Team Gets Back

The hours your team spend running Kubernetes, wrangling Agones, and maintaining custom  tooling are a real opportunity cost. But none of it makes your game better. Your infrastructure will keep demanding more attention as your team and player base grow.

Armadas are built on Agones and Kubernetes, so engineers who know those stacks aren't starting over. They just aren't responsible for operating them anymore. At the end of the day, you’re not a Kubernetes company that happens to make games; you’re a game studio that needs a toolset built to serve you.

Want to see what Armadas look like for your setup? Explore our documentation or book a demo to walk through your studio's setup with our team.

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Blog Posts

Your Team Is Running Kubernetes. They Should Be Building a Game.
Your Dashboard Shows Your CPU Is Pinned. Our Performance Profiling Tells You Why
UDP Is Fast, Unverified, and the Reason Your Game Gets DDoSed
The Unsolved Tetris Problem of Distributed Game Servers
Your Matchmaker Should Make Exactly One API Call to Your Game Servers
Scale to Zero: Achieving $0 Cloud Compute During Off-Peak Hours
The Limits of Abstraction: GameFabric vs. Gameye
Unity Multiplay Is Shutting Down. Here's Your Clear Path Forward.
Eliminating Static Waste: Automating Capacity Management With Dynamic Buffers
Keep it Secret, Keep it Safe: The Role of Secrets in Cloud Security Orchestration
The Silent Friction: Addressing Latency Before the Match Begins
Multiplayer Is the Multiplier: Why Connectivity Is the Ultimate CCU Inflection Point
The AI Capacity Crunch: Why Your Multiplayer Infrastructure Plan Needs a Reality Check
GameFabric and Hathora Partner to Provide Seamless Migration for Multiplayer Game Developers
Nitrado and Hathora Collaborate on Customer Transition to GameFabric
The Scope of Modern Game Backends as a Service
Why Multiplayer Games Need an Orchestration Layer
Speed to Scale: How Modern Game Server Hosting Accelerates Go-To-Market
The Economic Case for Hybrid Cloud Orchestration: Lowering Total Cost of Ownership with GameFabric
A Developer’s Guide to Persistent Game Server Hosting
How Success Kills Games: Anatomy of a Launch-Day Downtime Disaster
Terraform for Game Servers: Eliminating Launch Risk & Automating LiveOps
Why Generic DDoS Protection Fails for Game Servers
The True Burden of Infrastructure Management
The Clock is Ticking on Unity Multiplay: Why "Default" Isn't Safe Enough for Your Studio
Avoiding Game Server Wipeouts: Insights From the skate. Early Access
Why We Systematically Terminate Servers for Game Server Security
Game Server Cost Visibility in GameFabric
Game Server Fleet Management: Data-Driven Filtering and Sorting
Planning a Multiplayer Launch? Why You May Think Twice About Self-Managing Your Cloud
From Solo Server to Global Fleet: The Flexibility of Armadas and Vessels
Automating Your Container Registry: Image and Tag Retention Policies
Turning Back Time with GameFabric: Restore Game States with Snapshots
Nitrado Partners with Google Cloud to Deliver Dynamic Game Scaling for Developers
Live State Control: Introducing Cooperative Snapshot Persistence
Solving the “Noisy Neighbor” Problem in Game Server Hosting
How GameFabric Simplifies Multiplayer Game Launches
GameFabric & Linux Containers: Building Scalable Game Server Infrastructure
Behind the Seams: GameFabric's Transition to GitHub for Enhanced Security
Gaming’s Existential Threat: How to Avoid DDoS Disaster With SteelShield™
Nitrado & GameFabric at EVE Fanfest 2025: The Cutting Edge of Session Gaming
What a Multiplayer Soft Launch Demands from Your Infrastructure
Cross-Play Requires Dedicated Servers. Here’s Why.
What Is a Multiplayer Server Orchestration Platform?
Beyond Auto-Scaling: Hybrid Game Orchestration
Density Doctrine: A CTO’s Guide to Escaping the Unit Cost Trap of Virtual Machines
The Infrastructure Rethink: Escaping Waste Tax Without the Migration Nightmare
Shipping Blind: How to Profile the Game Your Players Actually Run
How Post-Mortem Automation Solves the Unsolvable Crash
'Figure It Out Later': How Infrastructure Indecision Becomes a Financial Black Hole
Your Scaling Script is a Ticking Time Bomb: Hidden Costs of Imperative Orchestration APIs
Scalable Game Servers in Modern Multiplayer Titles
Navigating the Minefield: Addressing Common Multiplayer Server Issues
The Myth of Perfect Launch Predictions
Key Metrics for Optimized Game Server Infrastructure
Arbitraging the Cloud: How Hybrid Orchestration Solves Cost Control
GameFabric's Live Operations for Game Server Visibility and Control
The Messy Middle is a Solved Problem: De-Risking Your Cross-Progression Migration
A CTO’s Dilemma: Escaping the Hidden Costs of Cloud Lock-In
The P2P False Economy: Calculating the True Cost of 'Free'
Safeguarding Studio Revenue: How GameFabric Orchestrates Unbreakable Stability
The Essential Studio Guide to Choosing a Game Server Infrastructure Partner
Breaking the Chains: Escape Cloud Vendor Lock-In With GameFabric
The Ease of Integration: Why an Open Ecosystem Wins in Game Development
Right-Sizing Your Game Server Resource Requests
What Is Liveops?
Where Bare Metal Meets Cloud: How GameFabric Scales Online Game Servers
What Is Containerization? The End of "Works on My Machine"
What Is a Game Server Lifecycle? The Statehood of Scaling
What Is a Sidecar Container? Modular Infrastructure via Sidecars
What Is IaC? Your Single Source of Truth
What Is Terraform? Infrastructure As Truth
What is Kubernetes? Orchestration Beyond the Load Balancer
What Is Agones? Orchestration Without Walled Gardens
The Role of LiveOps Infrastructure in a Game’s Success
The Pursuit of Seamless and Dynamic Cloud Scaling Tools
The Economic Reality of Game Server Hosting: Optimizing Cost and Performance with GameFabric
What Is a Server Fleet? Scaling Dedicated Game Servers Without Chaos
The Hidden Churn: Latency in Gaming
Your Developer-First Multiplayer Server Orchestration Platform
Local Persistence: Scale Your Persistent Game Worlds
What Is Player Tracking in a Multiplayer Game Server Context?
What a Multiplayer Server Dashboard Should Actually Surface
What Is a Live Service Game?
What Game Hosting Means for Multiplayer Studios
What Is a Game Server in a Modern Tech Stack?
GameFabric Launches New Website: Simplifying Multiplayer Server Orchestration for Game Developers
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