FastPubSub

Real-time messaging over measured low-latency paths

Real-time messaging for multiplayer games

Keep multiplayer state updates fast when direct Internet routes are unstable. Cross-region session coordination over measured low-latency paths.

FastPubSub is a managed global service broker for live multiplayer messaging. Deploy globally across the planet or restrict traffic to a single region when you need regional operation.

FastPubSub Overlay Net Player Group A Edge Relay Overlay Core Edge Relay Player Group B Measured overlay path (lower jitter) Direct Internet path (route instability)

What problem this solves

State updates that must arrive quickly

Multiplayer loops break down when jitter grows or path quality changes. A few unstable paths can affect many players in the same session.

Cross-region sessions under mixed networks

When players connect from different ISPs, mobile networks, and regions, direct Internet routes can become inconsistent over time.

Live coordination over storage-first systems

For fast game coordination, live delivery matters more than persistence and replay.

How FastPubSub helps

Measured routing for live sessions

Relays measure RTT, jitter, and loss, then route around bad hops to keep message timing stable.

WebSocket-compatible edge

Game services and clients can integrate through WebSocket today while the relay backbone runs over QUIC.

Fan-out near listeners

Messages are distributed near players, reducing central bottlenecks for live multiplayer updates.

Typical message patterns

Many-to-many

Shared state updates for active sessions.

One-to-many

Server-side events to all players in a match.

Many-to-few

Player signals to coordination services.

Where it fits and where it does not

Best fit for multiplayer messaging

  • Real-time game state delivery
  • Session coordination and live player events
  • Cross-region messaging with lower jitter

Not a fit for these jobs

  • Authoritative game server replacement
  • Strict ordered gameplay stream processing
  • P2P mesh networking between players

See why this managed service is not Kafka, NATS, or RabbitMQ software →

Related solutions

Build faster multiplayer messaging paths

Start with WebSocket-compatible pub/sub and route around unstable paths across regions.