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.
Private alpha, now open for requests
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
Built for and proven by a live Steam game. Your game makes HTTPS calls and listens on MQTT; LongJump does the rest.
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.
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.
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.
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.
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.
Manage games, environments and leaderboards, look up players and their saves, and see activity across your games from one console.
How it works
GetAuthTicketForWebApi and start a play session.player_event and leaderboard_update messages.Works from any engine that can make HTTPS requests and run an MQTT client. Built and tested with Unity.
# 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
Planned, not yet scheduled. Alpha studios help decide the order.
Friends (including Steam friends), groups and clans, and online status.
Around-me and friends-only views, seasonal leaderboards that roll over on a schedule, and tournaments with rewards.
Small per-player objects with per-object permissions, version checks on writes, and server-only data a modified client can't change.
Chat, in-game notifications, parties and a matchmaker.
Relayed matches, and authoritative matches on your own headless Unity server builds, with allocation, join tickets and results flowing back into leaderboards.
A hosted wiki for your game, generated from your game's own data and kept accurate after every patch, with live stats from LongJump.
Guest and device sign-in, email, Apple, Google and Discord, linked to one player account.
Hooks around any API call and custom server functions, without forking the platform.
Private alpha
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.
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.
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.
Yes. Each environment has its own sessions, scores, saves and live channel, so development and staging never reach production.
Today players sign in with Steam. More sign-in methods are on the roadmap; tell us what you need in your request.
Yes. The API reference covers every endpoint, its errors and a quick start.