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Game backend as a service

Cut lag. Stop cheats. Ship multiplayer.

Tashi runs adaptive netcode and real-time anti-cheat for your game. Integrate in hours. Ship competitive online play without building server infrastructure from scratch.

game-session.ts
import { Tashi } from '@tashi/sdk';

const session = await Tashi.createSession({
  appId: process.env.TASHI_APP_ID,
  region: 'ap-southeast-1',
  maxPlayers: 16,
  antiCheat: {
    mode: 'realtime',
    signals: ['speed', 'aim', 'packet']
  }
});

// Adaptive netcode adjusts per-player latency
session.onStateUpdate((delta) => {
  gameEngine.applyState(delta);
});
<30ms
Median state-sync, internal benchmark
50 CCU
Free tier, no card
4h
Typical integration, early-access pilots
2 SDKs
Unity + Godot, day one
How it works

Install to live in a day

Three steps. No server team or custom netcode from scratch.

Install the SDK

Add the Tashi package to Unity or Godot. A five-minute setup script sets your app ID and target region.

Set up your session

Set player count, tick rate, and anti-cheat signals for your genre. Shooters get aim-deviation checks; racers get speed-cap monitoring.

Ship and iterate

The dashboard shows live latency histograms, cheat events, and session health by region. Tune thresholds without a code deploy.

Adaptive netcode

Lag compensation per player

Tashi's netcode measures each connection and adjusts interpolation, prediction, and rollback windows per player. A 200ms connection won't disrupt players on 15ms.

  • Per-player jitter control
  • Rollback netcode for fighters and shooters
  • Tick rates from 10 to 64 per second
  • State delta compression, 60-80% smaller payloads in testing
Netcode details
Without Tashi With Tashi
0ms50ms100ms
Real-time anti-cheat

Catch suspicious play before matches suffer

Tashi monitors server-side game state and flags behavior statistically inconsistent with legitimate play. Studios set confidence thresholds; we provide the signal.

  • Speed and teleport detection
  • Aim anomaly scoring
  • Packet injection and replay detection
  • Evidence clips in a review queue
Anti-cheat details

Speed anomaly

Detects sustained movement beyond physics limits

Aim deviation

Flags inhuman input precision over rolling windows

Packet injection

Finds forged or replayed game-state packets

Wallhack signal

Monitors render requests for hidden object geometry

Early access teams

Design partners speak

We ran rollback netcode in our PvP roguelite within a single sprint. Adaptive latency handling ended per-player compensation code.

Maya Chen
Lead Developer, 5-person PvP roguelite studio (early-access program)

The anti-cheat dashboard found three exploit patterns in beta's first week. Before Tashi, we had no view of this abuse.

Tom Barret
CTO, casual multiplayer arcade publisher (design partner cohort)
Pricing

Start free, scale with players

No commitment. Change plans anytime.

Dev
$0
Free forever
Up to 50 concurrent users
  • Dynamic netcode
  • Anti-cheat basics
  • Unity + Godot SDK
  • Community help
Start free
Top pick
Studio
$199
monthly
Up to 500 concurrent users
  • All Dev features
  • Full anti-cheat suite
  • Review queue dashboard
  • Email help, 2-day SLA
  • Multiple projects
Try Studio
Scale
$799
monthly
Up to 5,000 concurrent users
  • All Studio features
  • Custom thresholds
  • Priority help, 8h SLA
  • SLA uptime
  • Onboarding included
Talk to us

Need more capacity? Contact us for custom plans.

Ship now?

Your game deserves a backend that works

Join early-access studios. Start free, no credit card.