Online Game Data Services sub heading

Bring your Gamers Together, to Keep Them Coming Back.

HIGH SCORES


What it does...

  • It gives you the means to add an online high-score system to your game!

  • Upload your players' scores: Upload score image

  • and download data-sets of your players' scores for you to display in your game in any format you want: Download scores image

Simple to use RESTful API methods...

  • We use simple HTTPS POST calls to upload and download your scores. Once you have created an account with us, we provide you with a key-code that is unique to each service your game uses and you use this key to access that service's API.

  • Coding examples to help you integrate our service into your game:
    Jquery
    Jquery
    Jquery
    LUA (Corona Games)
    PHP

...we've also provided a GUID generator method with this service!

  • So you can easily generate your own Globally Unique Identifiers. Use them instead of the native OS device Id to identify unique installations of your game (because a device Id can change after an OS update).

  • A GUID is a 128-bit integer (16 bytes) that can be used across all computers and networks wherever a unique identifier is required. Such an identifier has a very low probability of being duplicated.
    Example GUID values

Cross-Platform / Cross-Development

  • Because you access our service through standard RESTful calls, we don't mind if your game is written for Mobile or PC...
    Hardware Platform Icons
    ...using Corona (Solar2D), MonoGame, Unity or Unreal
    Game Developer Platform Icons
    ...in fact, any Game Engine/Framework that allows you to make a HTTPS POST call can use our services!

  • Quick and Clean execution: no middleware "plugins" required; just call our web services directly using a language's native HTTP method calls.
    Please note: C++ (Unreal) does not have native HTTP support and will require additional library(s)
  • Just think of the opportunities, regardless of what your players are playing your game on, they can all access the same leaderboard!
    Functionality that only the top-tier game studios can offer, you can start offering today to your gamers!

  • Don't be tied to Google, Apple, Facebook services et al, use a truly independent service provider that won't exploit YOUR players' data!

How much does it cost?

  • We implement a sliding scale of pricing based on the call volume to our services each month, with the first pricing band been free of charge.
    That means you'll be able to use our services for free while you build your game's installation base.


  • The following table shows our current pricing for this service:

Price Band API Calls Made Band Price
1 1 to 100000 0.00 GBP
2 100001 to 200000 4.00 GBP
3 200001 to 400000 3.75 GBP
4 After 400000 calls: charged every 200000 calls 3.50 GBP

Example API Call volumes

  • Let's say your game is a simple arcade game, and each player is given 3 lives to play with.
    Your game makes a call to our service to upload a player's new score each time a player loses all their lives.
    Let's assume that the call supplies in it's response an updated list of this game's "All Time Top-10 Highest Scores", so you can show the scores to your player to see how they rank against other gamers.
    This call to upload a score and return the high-scores list is classed as 1 call.

    Now we can make some assumptions about the average number of times the game is played and in turn the number of "calls" this activity will generate...
    Assumption Calls
    Each player triggers 15 score uploads per day 15
    They play your game 6 days a week 90
    4 weeks a month 360
    And your game has 50 unique players doing exactly the same thing 18,000
  • Obviously, each game is different, but we hope this simple example will help you determine how many calls your game will make.

Online Game Data Services sub heading

ACHIEVEMENTS & GAMER-SCORES


What it does...

  • You create a set of "Achievements" for your players to unlock in your game.
  • Create triggers in your game to identify when a player has met the goal of an "Achievement".
  • Record these achievements online and download them for display in game, and because the achievements are stored centrally you can give each player an overview of how many other people have accomplished each achievement.

Simple to use RESTful API methods...

  • We use simple HTTPS POST calls to upload and download your scores. Once you have created an account with us, we provide you with a key-code that is unique to each service your game uses and you use this key to access that service's API.

  • Coding examples to help you integrate our service into your game:
    Jquery
    Jquery
    Jquery
    LUA (Corona Games)
    PHP

...we've also provided a GUID generator method with this service!

  • So you can easily generate your own Globally Unique Identifiers. Use them instead of the native OS device Id to identify unique installations of your game (because a device Id can change after an OS update).

  • A GUID is a 128-bit integer (16 bytes) that can be used across all computers and networks wherever a unique identifier is required. Such an identifier has a very low probability of being duplicated.
    Example GUID values

Cross-Platform / Cross-Development

  • Because you access our service through standard RESTful calls, we don't mind if your game is written for Mobile or PC...
    Hardware Platform Icons
    ...using Corona (Solar2D), MonoGame, Unity or Unreal
    Game Developer Platform Icons
    ...in fact, any Game Engine/Framework that allows you to make a HTTPS POST call can use our services!

  • Just think of the opportunities, regardless of what your players are playing your game on, they can all access the same leaderboard!
    Functionality that the top-tier game studios offer - you can start offering today to your gamers!

  • Don't be tied to the big corporate internet services, use a truly independent service provider that won't exploit YOUR players' data!

How much does it cost?

  • We implement a sliding scale of pricing based on the call volume to our services each month, with the first pricing band been free of charge.
    That means you'll be able to use our services for free while you build your game's installation base.


  • The following table shows our current pricing for this service:

Price Band API Calls Made Band Price
1 1 to 15000 0.00 GBP
2 15001 to 30000 4.00 GBP
3 30001 to 60000 3.75 GBP
4 60001 to 90000 3.50 GBP
5 After 90000 calls: charged every 30000 calls 3.25 GBP

Example API Call volumes

  • Let's say your game is a simple arcade game, and each player unlocks achievements based on their score.
    Your game makes a call to our service to upload the player's unlocked achievements and each time an achievement is unlocked.
    Now we can make some assumptions about the average number of times the game is played and in turn the number of "calls" this activity will generate...
    Assumption Calls
    Each player launches your game once a day and unlocks 1 achievement per day 2
    They play your game 6 days a week 12
    4 weeks a month 48
    And your game has 50 unique players doing exactly the same thing 2,400
  • Obviously, each game is different, but we hope this simple example will help you determine how many calls your game will make.

Online Game Data Services sub heading

COLLECTIBLES


What it does...

  • You create a set of "Collectibles" for your players to "pick-up/shoot/run-over, etc..." in your game.
  • Create triggers in your game to identify when a player has collected a "Collectible" and execute an action, for example, award an achievement when they collect "X" amount.
  • Record these collectibles online and download them for display in game, and because the collectibles are stored centrally you can give each player an average of how many other players have collected.

Simple to use RESTful API methods...

  • We use simple HTTPS POST calls to upload and download your scores. Once you have created an account with us, we provide you with a key-code that is unique to each service your game uses and you use this key to access that service's API.

  • Coding examples to help you integrate our service into your game:
    Jquery
    Jquery
    Jquery
    LUA (Corona Games)
    PHP

...we've also provided a GUID generator method with this service!

  • So you can easily generate your own Globally Unique Identifiers. Use them instead of the native OS device Id to identify unique installations of your game (because a device Id can change after an OS update).

  • A GUID is a 128-bit integer (16 bytes) that can be used across all computers and networks wherever a unique identifier is required. Such an identifier has a very low probability of being duplicated.
    Example GUID values

Cross-Platform / Cross-Development

  • Because you access our service through standard RESTful calls, we don't mind if your game is written for Mobile or PC...
    Hardware Platform Icons
    ...using Corona (Solar2D), MonoGame, Unity or Unreal
    Game Developer Platform Icons
    ...in fact, any Game Engine/Framework that allows you to make a HTTPS POST call can use our services!

  • Just think of the opportunities, regardless of what your players are playing your game on, they can all access the same leaderboard!
    Functionality that the top-tier game studios offer - you can start offering today to your gamers!

  • Don't be tied to the big corporate internet services, use a truly independent service provider that won't exploit YOUR players' data!

How much does it cost?

  • We implement a sliding scale of pricing based on the call volume to our services each month, with the first pricing band been free of charge.
    That means you'll be able to use our services for free while you build your game's installation base.


  • The following table shows our current pricing for this service:

Price Band API Calls Made Band Price
1 1 to 100000 0.00 GBP
2 100001 to 200000 4.00 GBP
3 200001 to 400000 3.75 GBP
4 After 400000 calls: charged every 200000 calls 3.50 GBP

Example API Call volumes

  • Let's say your game is a simple space shooter game, and each player collects a Collectible by shooting it. The Collectibles are rare, but carry a large score bonus when hit.
    Your game makes a call to our service to upload the player's current score of collectibles acquired.
    Now we can make some assumptions about the average number of times the game is played and in turn the number of "calls" this activity will generate...
    Assumption Calls
    Each player launches your game once a day and shoots 20 collectibles per day 20
    They play your game 6 days a week 120
    4 weeks a month 480
    And your game has 50 unique players doing exactly the same thing 24,000
  • Obviously, each game is different, but we hope this simple example will help you determine how many calls your game will make.