FastPubSub Network

Live pub/sub. Paths that heal themselves.

Managed multiplayer messaging

Player state that still moves when the public path dies

Positions. Room events. Session pokes. Encrypted hops that pack up and move.

Keep sim and anti-cheat where they belong. Peers can still talk without your game server in the delivery path. FastPubSub holds the long-lived sockets, fans out globally, and hunts another route when a hop goes sour.

No regional socket fleet

Connect through a nearby edge instead of deploying and maintaining WebSocket clusters around the world.

Automatic route recovery

When a path or relay degrades, live traffic moves to another continuously measured route.

Rooms with scoped access

Control who can publish and subscribe for players, parties, spectators, and backend services.

FastPubSub Overlay Net Player Group A Edge Relay Overlay Core Edge Relay Player Group B Measured overlay path (lower jitter) Direct Internet path (route instability)

Where multiplayer messaging gets hard

Jitter shows up immediately

Movement, presence, matchmaking, and session events feel rough when timing swings from one tick to the next.

Players arrive through messy networks

Different ISPs, mobile carriers, cloud regions, and peering paths can make one match feel different for every player.

Replay is not the hot path

For fast coordination, the important message is the one that reaches the session now, not the one stored perfectly for later.

What changes with FastPubSub

Route around bad hops

When a path degrades, the overlay reroutes in seconds. Relays measure RTT, jitter, and loss continuously — session traffic keeps moving instead of stalling behind retries.

Simple pub/sub connection

Browsers and game services connect through a familiar client API while FastPubSub operates the global connection and delivery layer.

Fan out closer to players

Messages are distributed near subscribed player groups instead of forcing every update through a central bottleneck.

Channel permissions for rooms and pairs

Issue scoped tokens that define who may publish to each channel and who may listen: player-to-player sessions, party rooms, spectators, match services, or backend-only control channels.

game-dev peer projects rooms

Tenant isolation for rooms and environments

Keep games, customers, rooms, test environments, and production traffic separated with tenant boundaries, independent channel namespaces, and scoped access tokens.

game-dev peer projects staging/prod

Integration paths

Use FastPubSub from browser and Rust game stacks

FastPubSub is engine-agnostic messaging. Peers can communicate without your own game server in the delivery path, while authoritative simulation remains optional application logic.

Browser, Phaser, and Three.js projects

Use the JavaScript SDK in browser or Node.js projects for room events, presence, signaling, and application-managed state updates.

Rust and Bevy projects

Use the Rust SDK from a Bevy application, a Rust game service, or a custom backend that publishes and subscribes to live session channels.

Other engines and services

Connect through the documented client protocol when your runtime supports it. Native Unity, Unreal, and Godot SDKs are not available today.

Common session traffic

Shared state

Position, presence, lobby, and room state updates for active sessions.

Server events

Match updates, countdowns, score changes, and authoritative notifications sent to players.

Player signals

Client events forwarded to coordination services, observers, or regional processors.

Multiplayer networking FAQ

Questions game developers ask before choosing realtime infrastructure

How do you scale WebSocket connections for a multiplayer game?

FastPubSub terminates long-lived client connections at distributed edge locations and fans messages out near listeners. Your game backend does not need to own every player socket or broadcast every update itself.

How does FastPubSub deliver realtime player state?

Publish fresh positions, presence, room state, or session events to logical channels. Subscribers receive live updates independently, so one slow listener does not stall faster players.

What happens when an Internet path or relay fails?

The network continuously measures latency, jitter, and loss. When a path degrades, traffic is automatically moved to another measured route while the live stream recovers.

Is FastPubSub a game server or matchmaking service?

No. Peers can exchange live messages through FastPubSub without your own game server, but authoritative simulation, matchmaking, persistence, and anti-cheat remain separate application concerns when your game needs them.

Can peers communicate without a game server?

Yes. Players can publish and subscribe directly through scoped FastPubSub channels without your own server in the message path. FastPubSub relays the traffic, so this is serverless for your application, not a direct device-to-device connection or NAT traversal.

Does FastPubSub guarantee and replay every game message?

No. It is designed for live state where the newest update matters more than replaying an outdated one. Use durable storage or a queue alongside it for purchases, inventory, and audit events.

Good fits and wrong jobs

Good fits

  • Real-time game state delivery
  • Session coordination and live player events
  • Peer-to-peer application messaging without your own server in the delivery path
  • Peer rooms with scoped publish and subscribe tokens
  • Separate tenants for games, customers, rooms, and environments
  • Cross-region messaging with lower jitter

Not meant for

  • Authoritative game server replacement
  • Strict ordered gameplay stream processing
  • Direct device-to-device transport or NAT traversal

See why this managed service is not Kafka, NATS, or RabbitMQ software →

Related solutions

Ship multiplayer messaging without a global socket fleet

Connect players and services to encrypted realtime pub/sub while FastPubSub handles fan-out and route recovery.