Bring your manifests
Fleets, GameServers, autoscalers, your Helm charts and your own operators. kubectl works the way it works everywhere else, so moving a game over is a change of context, not a rewrite.
Upgrades that wait for the match
When a node is due to be replaced, games already underway are left to finish first. Nobody is dropped from a round because it was upgrade day.
Signed in as you
Your team uses the Plany accounts they already have. Owners can do everything, editors can deploy, viewers can look — and removing somebody from the project removes them from the cluster.
Versions that fit together
Kubernetes and Agones are offered as pairs known to work together, and you choose when a new one arrives. A release channel keeps patches current if you want it to.
A bill you can predict
Pay for the nodes you run and a flat ten cents an hour per cluster. Nothing per game server, nothing per player, and it all comes out of the same credit as the rest of Plany.
Next to the rest of your game
The same regions as your Relay channels, leaderboards and sandboxes, on the same account. One place to look when something is slow, and one invoice.
Agones Autopilot
Rather not have a cluster at all?
Apply the Fleets, GameServers and autoscalers you already have and they run — no nodes to size, no versions to choose. Your game keeps its Agones SDK, and a server nobody is playing on costs almost nothing.
Agones is on its way.
There is nothing to sign up for yet. The rest of the platform is running today.