Starts when a player joins
Attach your code to something that actually happens in your game. Somebody joins, a server goes quiet — your container runs, and you did not have to keep anything listening for it.
A trigger on your lobby — have somebody join
When
A player joins
On
lobbyPOST to
/hooks/player-joined| Player | Delivery | Took |
|---|---|---|
| No deliveries yet |
Nothing is running and nothing is listening. Have somebody join the lobby.
Nothing running, nothing charged
A quiet afternoon costs nothing. The address keeps working, and the first request that arrives starts it again in seconds.
A sandbox scaled to zero — send it something
Instances
0
of 3 · 1 vCPU · 512 MiB
Held at the edge
0
waiting, not refused
Served
0
none failed
Nothing is running and the URL still answers. Send it something.
Roll back to what was working
Every deploy is kept exactly as it was, down to the image it actually ran. Going back is picking one, not rebuilding it and hoping.
Revisions — the latest deploy failed
| Revision | State | Image | Deployed | |
|---|---|---|---|---|
| r-004 | Failed | v49c1e04b7a2d3… | 4 min ago · ci@arcade | |
| r-003 | Ready | v34be7f10c93a8… | 2 days ago · ci@arcade | Serving |
| r-002 | Ready | v2d02a6e91f4c7… | 9 days ago · sam@arcade | |
| r-001 | Ready | v171f3c8a0e5b2… | 3 weeks ago · sam@arcade |
v4 failed to start, so v3 never stopped serving — nobody calling this sandbox saw the bad deploy. Want to go further back? Pick a revision and serve it.
Bring the container you already have
Grows with the traffic
Credentials that stay yours
Run it on Sandbox.
Pick one we already run, or point us at yours. Every plan comes with credit to spend, and you only spend it while people are playing.