Beamable provides an SDK that enables game makers to easily add social, commerce and content management features to their games with a low-code approach that uses drag-and-drop Feature PrefabFeature Prefab - The drag-and-drop template for a specific Beamable product features inside Unity. The offerings are organized by FeatureFeature - An individual aspect of the Beamable product used to create a great user experience. This documentation has a page per Feature as well as helpful GuideGuide - A how-to guide to create a great user experience pages which serve as a high-level how-to.
Allow game makers to deploy new functionality to subset of players.
Game makers often know exactly which decisions make the best experience for players. When in doubt, game makers can use an A/B Testing trial to try multiple solutions before finalizing the game design.
Allow player account management.
Upon Beamable initialization, the current session is automatically granted a user token. Each time the game is started, the same user token is applied. This allows Beamable to consistently authorize the player and track the player's behavior across a range of Beamable features.
UI for game commands and cheats.
With the power of built-in and custom console commands, game makers can expose any c# functionality to the Admin console. This helps during game development, game debugging, and customer support of live game titles.
Allow game maker to track player behavior.
Beamable Analytics provides robust info about a player's behavior. Understanding player behavior is vital to designing the best game experience.
Allow player to manage announcements.
Messaging the game players can have a significant multiplier effect on engagement and revenue. Announcements provide a 1-to-many communications platform to speak directly to players.
Engage players by offering them the ability to claim rewards on a calendar schedule. Seamlessly integrates with commerce so you can unlock new calendars such as a monthly card with daily rewards.
Allow players to communicate in-game.
With chat, players collaborate and discuss strategies during cooperation and trade messages during competition.
Allow player to store progress.
The Cloud Data is fetched online and stored locally; scoped by game and player. As changes are detected, the system automatically keeps data in sync.
Indicates status of network connection availability.
The system monitors internet connectivity and updates automatically if any changes occur; including remote server outtages or loss of local ethernet/wifi internet.
Allow game maker to store project-specific data.
Create, deploy, and update game content without releasing new clients to the app stores.
UI for virtual currency.
This feature is flexible to meet the currency needs of each game's design. Currencies are used to buy items (e.g. Gold). Currencies are also used to symbolize the player's progress through the game; e.g. experience points (XP).
Allow game maker to set up a one-time competition.
This is a social/competitive feature that allows players to compete in multiple phases over a finite duration, where their in-game actions contribute a score to an event leaderboard and earn rewards.
Allow game makers to manage game shards
Allow players to create groups and interact in real-time.
Groups may be short-term "parties" which are joined/left around a particular game event or longer-term "guilds" or "clans" which persist between game sessions.
Allow player to manage inventory.
The feature includes a fully managed player inventory, with support for items with arbitrary stats, and virtual currency.
Allow player to manage leaderboard.
Track player scores in social rankings which are "global" (with hundreds of millions players) or "segmented" (in smaller groups).
Allows players to manage in-game mail.
Messaging the game players can have a significant multiplier effect on engagement and revenue. This feature is designed to narrowcast communications (e.g. 1 to 1) between players.
Create and deploy your own code which we host.
This feature eliminates the need to build, run, and scale a game server. Game makers can create server-authoritative logic in C# inside the Unity editor.
Allow game makers to create multi-user experiences.
Support turn-based gameplay with seamless integration with rewards, matchmaking, and leaderboards without the need to build, run, and scale a game server.
Allow game makers to message players, regardless if game is running.
Messaging the game players can have a significant multiplier effect on engagement and revenue. This is designed to broadcast communications (e.g. 1 to many).
Allow player to complete pay transactions.
Support in-app purchases (IAP) with server-side receipt validation and integrate with iOS, Google Play, Facebook Game Room & Web, Steam, Windows Store, Amazon, Samsung, & Huawei.
Allow game maker to track player history
Allow game makers to offer promotional codes and discount codes
Allow game makers to administer realms
Allow game maker to customize appearance of UI.
Create and customize the UI skin for the game via a centralized interface to configure colors, fonts, sounds, and the overall look of Beamable features prefabs.
Allow game maker to store player-specific data.
Track a variety of built-in and custom player (and guild) stat variables with configurable visibility levels (i.e. visible to everyone, visible to the player, visible to the developer only, etc...).
Allow player to shop.
Offer a built-in store experience for players to buy in-game items with real-world currencies and virtual currencies.
Allow game maker to set up a recurring tournament.
This is a social/competitive feature with an additional layer of meta game, periodic cycling of ranking/stages/tiers, and progression.
Updated 13 days ago