For most browser games, the cheapest setup is a lightweight WebSocket relay running on pay-per-use serverless compute (e.g. Cloudflare Durable Objects) rather than a fleet of dedicated game servers. Add an open-source backend like Nakama only once you need matchmaking, chat and persistent accounts at scale.
At a glance
| Fact | Value | Source |
|---|---|---|
| Persistent connection needed for low latency | WebSocket/WebRTC | docs.aws.amazon.com |
| Pay-per-use state billing model | Compute and storage | developers.cloudflare.com |
| Open-source backend covering multiplayer, chat, leaderboards | Nakama | github.com |
The cheapest architecture avoids paying for idle dedicated servers: run a thin WebSocket relay on serverless compute that only charges when players are actually connected and sending messages. On Cloudflare Durable Objects, billing splits into compute and storage, and the free plan supports SQLite-backed Durable Objects; using the WebSocket Hibernation API avoids duration charges once handlers finish, which matters for games with long idle periods between moves (turn-based, lobby waits). This is far cheaper than running always-on dedicated game servers for a browser game with modest concurrency.
If you build your game using an AI coding agent like Cursor or Claude Code, Playgama MCP lets the agent upload builds and publish playable sandbox links directly from your workflow.
What to pick, and when
- Turn-based or low-frequency sync (board games, card games): Supabase Realtime handles broadcast, presence and Postgres change feeds without you running your own server, per its Realtime docs.
- Real-time synced state with matchmaking, chat, leaderboards: an open-source server like Nakama self-hosted on cheap compute keeps you off per-seat licensing.
- Session-based, server-authoritative gameplay at scale: AWS notes real-time multiplayer clients typically hold a persistent connection to a game server for the session; Amazon GameLift Servers handles provisioning and scaling, but you still build and pay for a backend coordination service.
Pitfall: don’t pay for dedicated servers before you have real concurrency data – start with pay-per-use, migrate later if load demands it.
Sources
- Realtime | Supabase Docs
- Definitions – Games Industry Lens
- Pricing · Cloudflare Durable Objects docs
- How hosting with Amazon GameLift Servers works
- heroiclabs/nakama
- Playgama Bridge docs
Related questions
Do I need dedicated game servers for a browser multiplayer game?
Only if gameplay needs server-authoritative processing at scale; for most casual real-time browser games, a serverless WebSocket relay or a managed realtime service is cheaper and simpler to run.
Can I use WebRTC instead of WebSockets for browser multiplayer?
Yes – MDN documents WebRTC for peer-to-peer audio, video and data between two users, which can cut server relay costs for direct player-to-player games.
Last updated: 30 September 2026