Follow System
LoginSign Up

Code Games, Not Infra.

Your team builds the game. Sai Server runs the backend.

Accounts, cloud save, inventory, in-game economy, quests, leaderboards, analytics and server-side Lua logic — prebuilt, managed from one web admin, and plugged into Unity with a single prefab.

Unity 6+ · Web admin · REST API · Server-side Lua scripting

SaiServerPrefab
Server Endpoint
api.saigame.studio
Game ID
••••-••••-7c2e

Services — already wired

  • SaiAuth
  • 2FA
  • GamerProgress
  • Mailbox
  • PlayerContainer
  • GachaPack
  • ItemCrafting
  • Shop
  • DailyQuest
  • LeaderBoard
  • PlayerEvent
  • BattleScript
  • EquipmentSlot
Connection test passed!

Backend isn't your studio's competitive edge. Gameplay is.

Every week your team spends building login, wallets or inventory is a week not spent on the player experience. Sai Server carries that infrastructure for you.

Cut backend build costs

Auth, database, wallets and inventory are already built. Put your headcount budget into gameplay and content instead of infrastructure.

Ship sooner

Instead of spending months building auth or payment pipelines, your team calls existing functions and sees results right away in Play Mode. Our goal: move your project up to 5x faster.

A safe in-game economy

Every transaction is validated on the server. Idempotency keys stop double charges and double gacha opens when the network is unstable.

6 months. Zero infrastructure cost.

Sai Server is built to bring your studio's backend development cost down to zero.

  • 100% sponsorship of backend engineering and infrastructure for 6 months.
  • 100% free infrastructure: all server resources and databases needed to build your game.
  • Built-in Lua scripting, so your team can implement backend game logic without building a backend from scratch.

A clear cost model

Studios, teams, games: pay once
One-time payment in sCoin, with no monthly fee for how many you create. Your first studio is free.
Advanced features: per game
Subscription tiers raise quotas and unlock features such as Leaderboards. Pay only for the games that need them.
Start now, upgrade as you grow
Prototype on the default plan, then expand players and content when you're ready to launch.

One platform for the whole LiveOps lifecycle.

Everything is built on one concept: the Item Definition. Weapons, currencies, characters, chests and gacha keys are all items, so every system fits together from day one.

01 — Players & data

Accounts & sign-in

Register, log in, refresh tokens and Google login. One account across every game.

Cross-platform cloud save

Progress lives on the server, so players continue on Android, iOS, PC or console. Free-form JSON data with delta updates.

Mailbox

Send gifts, compensation and event rewards with item attachments. Players claim them, which stays safe even when their inventory is full.

02 — Economy & items

Grid inventory & containers

Main inventory, vaults and custom chests up to 1,000 cells. Move, split, merge and swap, with every action validated by the server.

Gacha / Lootbox

Weighted pools, Min/Max quantities and key requirements. Every open is an atomic transaction.

Shop

Permanent or event shops, any item as currency, per-player or global purchase limits, and restocks.

Crafting

Recipes with consumed or kept materials, main and bonus rates, and Min/Max outputs.

Item Generator

Resources produced over time for idle mechanics: gold mines, farms, factories.

Equipment, squads & decks

Equipment slots with item restrictions, presets for squads, parties and decks, and tags to group and filter items.

03 — Retention & insight

Quests

One-time and daily quests, branching quest chains on a story graph, and daily pools by weight or weekly schedule.

Seasonal leaderboards

Sum, Max, Min or Latest scoring, automatic daily, weekly or monthly resets, and archived seasons.

Analytics & journeys

Send events from your game and map them into player journeys to see funnels, drop-off points and economy flow.

Every feature lives in one web admin: items, gacha, shops, crafting, quests, leaderboards and more, all editable without rebuilding the game.

A home for your players

Sai Play is the player-facing companion to Sai Server. Players can discover games, view the games they have played and their progress, and manage their account using the same account as Sai Server.

Explore Sai Play

Three steps to connect your game.

  1. 01

    Create a studio and game

    In the web admin, create a studio, a team and a game, then copy the Game ID. Invite teammates by User ID.

  2. 02

    Drop the prefab into Unity

    Import the Unity package and drag the SaiServer prefab into your scene. Auth, items, quests, battle and more are already wired inside.

  3. 03

    Configure and test

    Paste the Game ID and click Test Connection. Configure content in the admin and test right away in Play Mode with the built-in Inspector buttons.

SaiServer in the Unity Inspector: set the endpoint and game ID, press Play, and the Console shows the player logged in and data loaded.

Your game's own logic, running on the server.

When your game needs something that isn't built in — a combat system, special rewards, a damage formula — your team writes Lua right in the web editor. Scripts work directly with the player's items, gacha, presets, equipment and battle sessions.

  • A template library, from Hello World to a complete battle.
  • Runs in a sandbox limited to 500 ms per execution, keeping the server safe.
  • Called from Unity with one component; the script name is the trigger keyword.
daily_bonus.lua
-- Daily login bonus, scaled by streak
local def, err = game.get_item_def_by_code("gold_coin")
if err ~= nil then error(err) end

local amount = 100 + (payload.streak or 0) * 10
local e = game.grant_item(def.id, amount)
if e ~= nil then
  output.error = e
  return
end

output.granted = amount
game.log("bonus for " .. ctx.player_id)
Lua Script Manager in Unity: create a script from a template, then upload each .lua file to Sai Server with one click.

Built for a serious in-game economy.

The server decides

Full bags, occupied cells, missing materials, expired shops: the server rejects the request with a clear error. The client never edits data on its own.

No double transactions

Purchases, crafting and gacha opens use idempotency keys: resend the same request and the server returns the original result instead of running it again.

Transparent odds

Probability = weight / total weight, applied the same way to gacha, quest pools and enemy pools.

Run it from the web admin

Your LiveOps team views player profiles, sends gifts, opens seasons and edits shops without rebuilding the game.

Let your team get back to making games.

Talk with the Sai Server team about what your game needs and claim the 6-month sponsorship.

Join now. Become a trusted partner.