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The Game Server
Company of Lisbon

Between general cloud and bare metal, a better way.

Unlabored Labs is building purpose-built cloud infrastructure tuned for the performance, networking, and persistence requirements of real-time multiplayer games.

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Game servers are not web apps. They are stateful, latency-sensitive, and depend on single-core performance, fast scaling, and networking details that general-purpose clouds were never designed for. This is not a hosting inconvenience — it is a product gap in cloud infrastructure.

Today's options force a bad tradeoff

General-Purpose Cloud

Convenient, but not built for this.

Platforms like AWS can technically run game servers, but they optimize for web apps, not real-time multiplayer. Wrong instance types, unpredictable latency, expensive bandwidth, and abstractions that assume HTTP request-response patterns.

Self-Managed Bare Metal

Performant, but operationally painful.

Teams go bare metal for control and the right performance profile, but inherit all the operational burden. Provisioning, failover, capacity planning — and every outage becomes a manual firefight.

Thesis

Multiplayer game infrastructure should be its own category of cloud product.

Engineered for how games actually run

Optimized Compute

High single-thread CPU performance, low and predictable latency, fast provisioning, and instance types designed around game server workloads — not generic enterprise software.

Game-Native Networking

UDP as a first-class protocol. Latency-sensitive traffic routing, bandwidth-aware costing, and region placement that matters for player experience.

Persistent Storage

Distributed storage that persists across instance deletion and recreation. Spin servers up and down without losing world data, assets, or runtime state.

Fast Scaling

Spin up capacity for events, launches, and traffic spikes. Scale down when demand drops. No overprovisioning, no underprovisioning, no wasted spend.

Operational Simplicity

Deploy, reprovision, and recover without bare-metal burden. For game operators, downtime is public failure — the platform should make it rare.

Developer-First Abstraction

Deploy fleets, attach persistent assets, place compute in the right region, and scale game sessions — not raw instances.

Get in early.

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