For Studios

For Studios

Turn every server into a community players never want to leave.

Forensic player stats and peer rankings

Bifrost is a server management platform built for online multiplayer PvP titles with RCON or protocol-level server access. We deliver a complete management, moderation, and analytics layer — engineered around your game, deployed under your brand.

Built by players, community leaders, and engineers with decades of experience across all three.

Seamless Integration

pipeline.go
400/80">package worker 400/80">import ( 400/70">"context" 400/70">"sync" 400/70">"time" 400/70">"github.com/nats-io/nats.400/80">go/jetstream" 400/70">"github.com/redis/400/80">go-redis/v9" 400/70">"400/80">go.uber.org/zap" ) 400/80">type EventPipeline 400/80">struct { rdb *redis.ClusterClient js jetstream.JetStream logger *zap.Logger mu 300/70">sync.RWMutex subs 400/80">map[300/70">string]jetstream.Consumer } 400/80">func 300/70">NewPipeline(rdb *redis.ClusterClient, js jetstream.JetStream, log *zap.Logger) *EventPipeline { 400/80">return &EventPipeline{ rdb: rdb, js: js, logger: log, subs: 400/80">make(400/80">map[300/70">string]jetstream.Consumer), } } 400/80">func (p *EventPipeline) 300/70">Ingest(ctx 300/70">context.Context, stream 300/70">string, batchSize 300/70">int) 300/70">error { cons, 400/80">err := p.js.300/70">CreateOrUpdateConsumer(ctx, stream, jetstream.ConsumerConfig{ Durable: 400/70">"ingest-" + stream, AckPolicy: jetstream.AckExplicitPolicy, MaxAckPending: batchSize * 4, }) 400/80">if 400/80">err != 400/80">nil { 400/80">return 400/80">err } p.mu.300/70">Lock() p.subs[stream] = cons p.mu.300/70">Unlock() 400/80">for { 400/80">select { 400/80">case <-ctx.300/70">Done(): 400/80">return ctx.300/70">Err() 400/80">default: msgs, _ := cons.300/70">Fetch(batchSize, jetstream.FetchMaxWait(2*time.Second)) 400/80">if msgs == 400/80">nil { continue } batch := 400/80">make([]GameEvent, 0, batchSize) 400/80">for msg := 400/80">range msgs.Messages() { evt, 400/80">err := 300/70">DecodeEvent(msg.Data()) 400/80">if 400/80">err != 400/80">nil { msg.300/70">Nak() continue } batch = append(batch, evt) msg.300/70">Ack() } 400/80">if len(batch) > 0 { p.300/70">flush(ctx, batch) } } } } 400/80">func (p *EventPipeline) 300/70">flush(ctx 300/70">context.Context, events []GameEvent) { pipe := p.rdb.300/70">Pipeline() 400/80">for _, evt := 400/80">range events { key := 400/70">"live:" + evt.ServerID + 400/70">":" + evt.PlayerID pipe.300/70">HSet(ctx, key, 400/80">map[300/70">string]400/80">interface{}{ 400/70">"kills": evt.Kills, 400/70">"deaths": evt.Deaths, 400/70">"score": evt.Score, 400/70">"ts": evt.Timestamp.Unix(), }) pipe.300/70">Expire(ctx, key, 30*time.Minute) } 400/80">if _, 400/80">err := pipe.300/70">Exec(ctx); 400/80">err != 400/80">nil { p.logger.300/70">Error(400/70">"300/70">flush failed", zap.300/70">Error(400/80">err)) } } 400/80">type GameEvent 400/80">struct { ServerID 300/70">string PlayerID 300/70">string Kills 300/70">int Deaths 300/70">int Score 300/70">int Timestamp 300/70">time.Time MapName 300/70">string EventType 300/70">string } 400/80">func (p *EventPipeline) 300/70">HealthCheck(ctx 300/70">context.Context) 300/70">error { p.mu.300/70">RLock() 400/80">defer p.mu.300/70">RUnlock() 400/80">for name, cons := 400/80">range p.subs { info, 400/80">err := cons.300/70">Info(ctx) 400/80">if 400/80">err != 400/80">nil { 400/80">return 400/80">err } 400/80">if info.NumPending > 10000 { p.logger.300/70">Warn(400/70">"consumer lag", zap.String(400/70">"stream", name), zap.Uint64(400/70">"pending", info.NumPending)) } } 400/80">return 400/80">nil }
400/80">package worker 400/80">import ( 400/70">"context" 400/70">"sync" 400/70">"time" 400/70">"github.com/nats-io/nats.400/80">go/jetstream" 400/70">"github.com/redis/400/80">go-redis/v9" 400/70">"400/80">go.uber.org/zap" ) 400/80">type EventPipeline 400/80">struct { rdb *redis.ClusterClient js jetstream.JetStream logger *zap.Logger mu 300/70">sync.RWMutex subs 400/80">map[300/70">string]jetstream.Consumer } 400/80">func 300/70">NewPipeline(rdb *redis.ClusterClient, js jetstream.JetStream, log *zap.Logger) *EventPipeline { 400/80">return &EventPipeline{ rdb: rdb, js: js, logger: log, subs: 400/80">make(400/80">map[300/70">string]jetstream.Consumer), } } 400/80">func (p *EventPipeline) 300/70">Ingest(ctx 300/70">context.Context, stream 300/70">string, batchSize 300/70">int) 300/70">error { cons, 400/80">err := p.js.300/70">CreateOrUpdateConsumer(ctx, stream, jetstream.ConsumerConfig{ Durable: 400/70">"ingest-" + stream, AckPolicy: jetstream.AckExplicitPolicy, MaxAckPending: batchSize * 4, }) 400/80">if 400/80">err != 400/80">nil { 400/80">return 400/80">err } p.mu.300/70">Lock() p.subs[stream] = cons p.mu.300/70">Unlock() 400/80">for { 400/80">select { 400/80">case <-ctx.300/70">Done(): 400/80">return ctx.300/70">Err() 400/80">default: msgs, _ := cons.300/70">Fetch(batchSize, jetstream.FetchMaxWait(2*time.Second)) 400/80">if msgs == 400/80">nil { continue } batch := 400/80">make([]GameEvent, 0, batchSize) 400/80">for msg := 400/80">range msgs.Messages() { evt, 400/80">err := 300/70">DecodeEvent(msg.Data()) 400/80">if 400/80">err != 400/80">nil { msg.300/70">Nak() continue } batch = append(batch, evt) msg.300/70">Ack() } 400/80">if len(batch) > 0 { p.300/70">flush(ctx, batch) } } } } 400/80">func (p *EventPipeline) 300/70">flush(ctx 300/70">context.Context, events []GameEvent) { pipe := p.rdb.300/70">Pipeline() 400/80">for _, evt := 400/80">range events { key := 400/70">"live:" + evt.ServerID + 400/70">":" + evt.PlayerID pipe.300/70">HSet(ctx, key, 400/80">map[300/70">string]400/80">interface{}{ 400/70">"kills": evt.Kills, 400/70">"deaths": evt.Deaths, 400/70">"score": evt.Score, 400/70">"ts": evt.Timestamp.Unix(), }) pipe.300/70">Expire(ctx, key, 30*time.Minute) } 400/80">if _, 400/80">err := pipe.300/70">Exec(ctx); 400/80">err != 400/80">nil { p.logger.300/70">Error(400/70">"300/70">flush failed", zap.300/70">Error(400/80">err)) } } 400/80">type GameEvent 400/80">struct { ServerID 300/70">string PlayerID 300/70">string Kills 300/70">int Deaths 300/70">int Score 300/70">int Timestamp 300/70">time.Time MapName 300/70">string EventType 300/70">string } 400/80">func (p *EventPipeline) 300/70">HealthCheck(ctx 300/70">context.Context) 300/70">error { p.mu.300/70">RLock() 400/80">defer p.mu.300/70">RUnlock() 400/80">for name, cons := 400/80">range p.subs { info, 400/80">err := cons.300/70">Info(ctx) 400/80">if 400/80">err != 400/80">nil { 400/80">return 400/80">err } 400/80">if info.NumPending > 10000 { p.logger.300/70">Warn(400/70">"consumer lag", zap.String(400/70">"stream", name), zap.Uint64(400/70">"pending", info.NumPending)) } } 400/80">return 400/80">nil }

Modern web technologies running resiliently at scale

Custom Protocol Support

We build adapters for RCON, proprietary sockets, or any server communication layer your title uses. You provide the specification, we deliver the integration.

Data Ingestion at Scale

High-throughput pipelines that normalise and surface millions of game events per hour in real time, without compromise on reliability or performance.

Rapid Implementation

From first conversation to live pilot in weeks. Proofs-of-concept move fast so you can evaluate against real game data before committing.

Technical Project Management

A dedicated technical lead owns delivery from scoping through launch. Clear milestones, transparent timelines, and no surprises.

Eagle-Eyed Quality Assurance

Every release is regression-tested against live game conditions. We catch the edge cases before your players do.

Your Data, Your Way

Full API access to every metric Bifrost collects for your titles. Pull player stats, match history, and server telemetry directly into your own systems.

Your Game Art Throughout

Your game art woven into every interface

Themed to Your Title

Maps, factions, weapons, and key art are woven into every screen. Dashboards, stat pages, and companion tools look and feel like part of your game — not a third-party bolt-on.

An Extension of the Player Experience

Players move from match to stats page to leaderboard without the illusion breaking. Your art direction carries through so the out-of-game experience feels as immersive as being in-game.

Custom Domains

All player-facing services — dashboards, stats pages, companion apps — run under your domains as a seamless extension of your ecosystem.

Version-Aware Features

Functionality adapts as your game evolves. New maps, weapons, or modes are reflected automatically across every tool and interface.

Seasons, Leaderboards & Awards

Frostbite powers competitive seasons with ranked leaderboards, configurable prize structures, and custom awards for player achievements — giving your community something to chase every cycle.

Intelligence at Scale

Match breakdown with awards and analysis

Deep Player & Match Analytics

Performance breakdowns, weapon analytics, peer comparisons, and match-by-match history — the most detailed game statistics available.

Server Fleet Monitoring

Real-time health, population trends, and moderation activity across your entire server infrastructure at a glance.

Built to Handle Load

Horizontally scalable architecture that performs identically whether you run 50 servers or 5,000.

Every Player, Every Device

Mobile moderation and alerts

True Cross-Platform

First-class support for PC, PlayStation, and Xbox. Console players get the same companion tools and community features — no platform left behind.

Responsive on Every Screen

Server admins and community managers can moderate, configure, and monitor from desktop, tablet, or phone without compromise.

Intuitive for Everyone

Clean interfaces for both day-to-day administration and advanced configuration. Community managers and power users are equally at home.

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