Private alpha, now open for requests

Your game's backend,
already built.

Steam sign-in, leaderboards, cloud saves and live player events, behind one small API. Skip the server work and spend the time on your game.

Live today

Everything a Steam game needs from a server

Built for and proven by a live Steam game. Your game makes HTTPS calls and listens on MQTT; LongJump does the rest.

Steam sign-in

Players sign in with a Steam auth ticket. LongJump verifies it with Valve, keeps their name and avatar fresh, and issues a token your game sends on every call. Your publisher key stays on the server, never in the build.

Separate environments

Development, staging, a demo and the full release each get their own Steam App ID, sessions, scores, saves and live channel. Playtests never touch production players.

Leaderboards

Define leaderboards once per game and post scores with an optional label. When the top of a board changes, every player in that environment hears about it instantly.

Cloud saves

Save slots that follow the player between machines. Keep a slot private, or make it public so others can see a build, a run or a character.

Live player events

Broadcast what players do (a boss down, a rare drop, a new record) and every connected player receives it over MQTT. You decide what goes in the event and how the game reacts.

Admin console

Manage games, environments and leaderboards, look up players and their saves, and see activity across your games from one console.

How it works

From launch to leaderboard in three calls

  1. 1
    Sign in. When your game launches, get a ticket from Steamworks with GetAuthTicketForWebApi and start a play session.
  2. 2
    Listen. Fetch your environment's broker and topics, subscribe, and handle player_event and leaderboard_update messages.
  3. 3
    Play. Post scores, write saves and broadcast events as your player makes progress.

Works from any engine that can make HTTPS requests and run an MQTT client. Built and tested with Unity.

app.longjump.dev
# 1. Start a play session with a Steam ticket
POST /api/v1/game_environments/{env}/steam_players
{ "identity": "my_game_client", "ticket": "14000000a7f3..." }

# 2. Find the live channel
GET  /api/v1/game_environments/{env}/mqtt
#    → { "broker": { "host": "mqtt.longjump.dev", ... }, "topics": [...] }

# 3. Post a score; the top of the board updates live
POST /api/v1/game_environments/{env}/leaderboard/{id}/leaderboard_scores
{ "score": 48210, "label": "Ranger, floor 12" }

On the runway

Where LongJump goes next

Planned, not yet scheduled. Alpha studios help decide the order.

Social

Friends (including Steam friends), groups and clans, and online status.

Competition

Around-me and friends-only views, seasonal leaderboards that roll over on a schedule, and tournaments with rewards.

Storage

Small per-player objects with per-object permissions, version checks on writes, and server-only data a modified client can't change.

Real-time

Chat, in-game notifications, parties and a matchmaker.

Multiplayer

Relayed matches, and authoritative matches on your own headless Unity server builds, with allocation, join tickets and results flowing back into leaderboards.

Game wikis

A hosted wiki for your game, generated from your game's own data and kept accurate after every patch, with live stats from LongJump.

More sign-in

Guest and device sign-in, email, Apple, Google and Discord, linked to one player account.

Your own logic

Hooks around any API call and custom server functions, without forking the platform.

Private alpha

Take the long jump with us

We're opening LongJump to a small group of studios. Alpha studios get direct access to the team building it and a real say in what ships next.

  • Your own team, games and environments
  • Help wiring LongJump into your game
  • Early access to new features as they land
Request alpha access
What do you need?

Questions

Which engines does LongJump support?

Any engine that can make HTTPS requests and connect to an MQTT broker. Steam sign-in uses the Steamworks SDK, which Unity, Godot and Unreal all support. We build and test with Unity.

Does my Steam publisher key ship in my game?

No. Your publisher Web API key is stored with your team on the server and used only there. Your game sends a short-lived auth ticket, exactly as Valve recommends.

Can I test without affecting live players?

Yes. Each environment has its own sessions, scores, saves and live channel, so development and staging never reach production.

What about games that aren't on Steam?

Today players sign in with Steam. More sign-in methods are on the roadmap; tell us what you need in your request.

Is there API documentation?

Yes. The API reference covers every endpoint, its errors and a quick start.