Game API
GraphQL API for runtime / world / replication. It is the same server and the same URL as the Management API surface — one schema, one bearer-token scheme.
- Identity, apps, billing and entitlements are the management surface of this API — there is no second host to configure.
- Serves chunks, voxels, actors, avatars, app user state, the GraphQL UDP proxy (for browsers), teams and channels, replication server assignment, and game-client bootstrap, and deploys and connects players to your server code on ck-exec (Rust compiled to WebAssembly).
- Studio grids —
createGrid,grantGridPermissions,revokeGridPermissions, and related queries. Tier and access checks use the same API's management surface. - Agentic Crowdy Studio (allowlisted development) — durable owner/app Ask/Build/Play sessions, ordered events, exact tools, approvals, checkpoints, budgets, and revocable Play leases. Access remains allowlisted; this does not claim production or autonomous real-money availability. See Agentic Crowdy Studio.
An app's world lives in one datacenter. After you mint an app token, read
gameApiUrl / gameApiWsUrl from mintAppToken or gameClientBootstrap and
use those URLs for gameplay. See
Datacenters and endpoint routing.
Use the sidebar for integration guides. Start with Best practices for how Unreal (or any client) and your server code should share authority. Then Permissions overview for what players can do (tiers, grids, and teams). Put your game's rules and state on the server with ck-exec, and add player messaging with Channels. The GraphQL schema reference documents every operation.
CrowdyJS wraps this API for TypeScript clients. Replication API covers native UDP to Buddy servers.