Early Access

Turn LiveOps ideas into playable campaigns

Build events, offers, quests, and live config changes from one visual campaign workflow.

For small studios Unity / C# / Web SDKs Self-serve early access

You should be running the game, not wrestling the tooling

Simple changes take too many steps

Campaign ideas turn into client and backend tickets

Hard to know what's live right now

Scaling shouldn't mean rethinking everything

Can't rethink your setup once running

Every change requires too much caution

How it works

From campaign setup to an in-game result.

01

Create

Build campaign flows visually. Drag, connect, and configure repeatable player journeys.

Trigger
Condition
Action
02

Configure

Set triggers, conditions, offers, rewards, and player targeting before going live.

segment "vip_players"
schedule "every friday"
action "show_offer"
03

Ship

Test in staging, publish to production, and roll back when a campaign needs a fix.

staging tested
production live

Everything a small team needs to run serious LiveOps

Each capability is designed to be demonstrated as a short loop: configure it in Rudder, publish it, then show the result in the game.

Campaign logic

Scenario Campaigns

What it does

Build a player flow from triggers, conditions, waits, notifications, stores, and game-side actions.

In-game cases

Comeback offer, starter pack, tutorial reward chain, seasonal event branch.

Proof point

Show a flow in the editor, trigger it from a mock player event, and display the client action.

GIF / video slot
/media/features/scenario-campaigns.gif
Live tuning

Remote Config / Feature Flags

What it does

Expose typed config values and switches that the client can fetch at runtime.

In-game cases

Event tile toggle, economy tuning, unstable feature kill switch, onboarding values.

Proof point

Flip a config value and show the game UI reacting to the live setting.

GIF / video slot
/media/features/remote-config.gif
Monetization

Stores / Offers

What it does

Configure offer shelves, contents, prices, purchase limits, and segment-specific stores.

In-game cases

Weekend bundle, comeback shop, starter pack, high-value player store.

Proof point

Publish a bundle and show the offer card appearing in the client shop.

GIF / video slot
/media/features/stores-offers.gif
Targeting

Segments & Split Routing

What it does

Route players by attributes and split campaign branches for experiment workflows.

In-game cases

New players, inactive players, high-level players, offer treatment variants.

Proof point

Run two mock players through one campaign and show different branches.

GIF / video slot
/media/features/segments-routing.gif
Retention

Quests / Missions

What it does

Track mission progress from player events and connect it to rewards.

In-game cases

Daily quests, onboarding steps, event tasks, comeback quest chain.

Proof point

Publish a quest chain and show progress updates in the live client.

GIF / video slot
/media/features/quests-missions.gif
Seasonal content

Battle Pass

What it does

Model seasonal progression, levels, rewards, and free or premium tracks.

In-game cases

Season pass, event pass, milestone rewards, premium upgrade flow.

Proof point

Show configured levels and a mock player unlocking a reward.

GIF / video slot
/media/features/battle-pass.gif
Competition

Leaderboards

What it does

Create ranked event surfaces and update scores from the game.

In-game cases

Weekend tournament, seasonal ranking, guild challenge, score contest.

Proof point

Submit a score and show the player rank update in the client.

GIF / video slot
/media/features/leaderboards.gif
Release safety

Releases / Rollback

What it does

Group content changes into releases and promote tested work between environments.

In-game cases

Season launch, event update, emergency revert, staging-to-production publish.

Proof point

Promote a release, then restore the previous version if a change is wrong.

GIF / video slot
/media/features/releases-rollback.gif

Ship with confidence

Environments

Staging and production completely separate. Test changes safely before going live.

Releases

Group multiple changes into a single release. Ship atomically or not at all.

Instant Rollback

Restore a previous release when a campaign change needs to be reverted.

Release History

Keep release history visible so the team knows what changed and what is live.

Fast, safe, predictable — every time.

Connect the campaign layer to your game

Use SDKs to connect Unity, browser games, or a C# runtime to Rudder.

Current SDKs: TypeScript, C# SDK, Unity preview
using RudderSdk.Unity;
using UnityEngine;

async void Start() {
    await Rudder.Auth.LoginViaDeviceAsync();
    await Rudder.RemoteConfig.LoadAsync();

    var shopEnabled = Rudder.RemoteConfig.Get("shop_enabled", false);
    Rudder.Scenarios.OnStore += store => {
        Debug.Log($"Show store: {store.Id}");
    };

    await Rudder.Scenarios.SendAsync("player_login");
}
import { LiveOpsClient } from "@rudder/web-sdk";

const rudder = new LiveOpsClient({
  projectKey: "project-key",
  baseUrl: "https://api.rudder.build",
  realtimeUrl: "wss://realtime.rudder.build/api/realtime/ws"
});

await rudder.auth.loginViaDevice({ region: "eu", language: "en" });
await rudder.remoteConfig.load();

rudder.scenarios.on("store", session => showStore(session.id));
await rudder.scenarios.send("player_login");
using RudderSdk.Core;

var rudder = new RudderClient(new RudderClientOptions {
    ProjectKey = "project-key",
    BaseUrl = "https://api.rudder.build",
    RealtimeUrl = "wss://realtime.rudder.build/api/realtime/ws",
    Transport = transport,
    TokenStore = tokenStore
});

await rudder.Auth.LoginViaDeviceAsync();
await rudder.RemoteConfig.LoadAsync();

Early-access pricing for small teams

Self-serve first

Start lightweight, then move to a pilot when a game needs custom integration help.

Free

$0 /month

Up to 1,000 MAU

Try a game integration

  • Remote Config
  • Basic campaign events
  • 1 Environment
  • Community Support
Start Free

Starter

$49 /month

Up to 10,000 MAU

Small games going live

  • Everything in Free
  • Scenario Campaigns
  • Player Segments
  • Email Support
Get Started

Studio

Custom

For larger live games

Pilot help or custom limits

  • Everything in Growth
  • Split routing workflows
  • Campaign review
  • Custom SDK guidance
  • Pilot support
Book a Demo

Pricing is early-access and will be adjusted from real game pilots.

Is Rudder for you?

Indie and small studios

Teams with live or soft-launch games that need real LiveOps without a platform team

AA and mid-size teams

Studios that want faster campaign iteration without turning each idea into a sprint

Producers and designers

Operators who want to configure offers, quests, events, and tuning in one place

Developers with a game backend

Integrate the SDK once, then move repeatable campaign logic into Rudder

Pick one campaign to ship first

Start with a concrete LiveOps flow: comeback offer, quest chain, seasonal event, or live config change.