GreenMind Publishing

Open to everyone

The backend we run our games on, ready for yours.

Players, lobbies, config, saves, currencies, cards, progression, commerce, crash reports and Sign in with GreenMind. Every service in a test and a production environment, managed from one console and reached through one API.

The console's Compare environments page: four config values changed in test, ticked, with a button to promote them to production or add them to a release.
Compare: see what differs between two environments, then promote what you choose.

Who it is for

It is for a studio that would rather make its game than run accounts, lobbies and config servers. We built it for our own games and opened it to other studios, so an org on the platform uses the same services ours do.

Give your game server a key, sign your players in, and read config, flags and lobbies from one API. There is a GmCommon plugin for Unreal Engine as well, under licence.

What your game gets

  • Players

    A player table, sign-in, and the tokens your game client uses.

  • Sessions

    Lobbies your players create, join and ready up in, started by your game server.

  • Config

    Values your game reads at runtime and you change without a new build.

  • Feature flags

    Switch features on and off per environment.

  • Tours

    Guided introductions, each shown to a player once.

  • Blog

    News and patch notes, written in the console and read through the API.

  • Support

    Support requests and player reports, worked by your support staff.

  • Legal documents

    Your terms and policies, and a record of which version each player accepted.

  • Player saves

    Saved data per player, in slots you name, with safe concurrent writes.

  • Sign in with GreenMind

    OAuth clients that let players sign in to your game or site with GreenMind.

  • Analytics

    Visits to your website, counted in a dashboard of the environment's own.

  • Crash reports

    Your game's crashes from Unreal's crash reporter, grouped into bugs for triage.

  • Commerce

    Sell in your game through Steam with your own keys: products, orders, entitlements and currency your server collects.

  • Realms

    Seasons, or any span of time that starts every player with a fresh inventory.

  • Inventory

    Currencies with a ledger, and items: bought with currency, or granted by your server.

  • Cards

    Card types and templates, the cards each player owns, and their decks.

  • Progression

    XP, skill trees whose nodes are bought with currency, and unlocks.

  • Stats

    Counters per player and per environment, in one realm or across all of them.

Test first, then release

Each environment is its own app, with its own players, keys and config, so you can build against something that is not live. Change values without a new build, and move them to production when you are ready, on your own or together in a release.

The console's Config page for a production environment: keys for party size, run length, lantern bonus and a shop message, each with its group, type and value.
Config: values your game reads at runtime.

When a game is live

  • Monitoring

    Live figures, trends over a range, and a heat map of where players died, drawn over a picture of your map.

  • Crash reports

    Unreal's crash reporter sends to the platform, per environment, so a crash can be read and triaged in the console.

  • Limits you can see

    Your plan's limits, and what each environment has used against them, are on the console's Usage page.

How it works with the rest

It works on its own. These connections are there when you want them, and each is something you turn on.

Game Designer
Parameters and catalogues bound to a project's config are changed in the design, and show in the console as managed by that game.
GreenMind Marketing
A brand that markets the project sees its builds, config releases and crash fixes, and reads its store reports.
Your AI assistant
Config and crash reports each have an MCP server. An assistant connects by signing in with GreenMind, and can change a test environment directly, or queue a change to production in a release for a person to release.

How to get it

Our review
Anybody can sign up and make a project. GreenMind reviews every new project before it can use the platform. Until then nothing reaches players, though you can still set it up.
Plans
Every org starts on the Free plan, sized for building and testing a game with a small group. Ask for a higher plan from the console, and your request reaches us with your usage attached.
GmCommon
Our Unreal Engine plugin is licensed per org, as binary builds or with source, and downloaded from the console. Ask for a licence on the org's page there.
Agreements
An admin of the org accepts the Publisher Terms, the Data Processing Addendum and the Acceptable Use Policy with its first project.

Screenshots on this page show made-up sample data.