Resilient realtime pub/sub over the global Internet
Player-visible networking does not forgive stalls. FastPubSub keeps session traffic flowing when Internet paths fail — the mesh reroutes in seconds; stale samples are dropped, not buffered.
It is not a game server. It is the live message transport between players, services, and regions when direct Internet paths are too uneven.
Movement, presence, matchmaking, and session events feel rough when timing swings from one tick to the next.
Different ISPs, mobile carriers, cloud regions, and peering paths can make one match feel different for every player.
For fast coordination, the important message is the one that reaches the session now, not the one stored perfectly for later.
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.
Clients and game services can use WebSocket today while the relay backbone moves traffic over QUIC.
Messages are distributed near subscribed player groups instead of forcing every update through a central bottleneck.
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.
Keep games, customers, rooms, test environments, and production traffic separated with tenant boundaries, independent channel namespaces, and scoped access tokens.
Position, presence, lobby, and room state updates for active sessions.
Match updates, countdowns, score changes, and authoritative notifications sent to players.
Client events forwarded to coordination services, observers, or regional processors.
See why this managed service is not Kafka, NATS, or RabbitMQ software →
Start with WebSocket-compatible pub/sub and route live session traffic around unstable Internet paths.