1. What does it charge for?
This is the decision that follows you. Backends bill either for concurrency: people connected at the same moment, or for monthly active players.
Concurrency is the honest unit for infrastructure and the impossible one for planning: you cannot know your peak until it has happened, and a single feature placement can blow through the tier you chose. Monthly players is predictable from your own traffic and does not punish a good day. For a web game with spiky, casual traffic, monthly players is almost always the better fit.
2. Do you have to run a server?
Some backends give you a room service; others give you a place to deploy your own server build. The second is more flexible and much more work: you own the deploys, the crashes and the scaling.
For a small team the question is whether the default path requires any server code at all. If adding multiplayer means standing up a service, budget for that, because it never stays a one-afternoon job.
3. Can it stop a cheating client?
Anything where a score, a reward or a ranking matters eventually needs rules the player's browser cannot rewrite. If everything is client-authoritative, the first person who opens the console wins.
Look for the ability to run game logic on the server, and check what it costs to get there. A backend where authoritative logic means a separate deployment pipeline is a different proposition from one where it is a small script you push.
What to check before you commit
- Does the free tier let you ship, or only prototype? A tier that expires is a trial, not a free tier.
- Is bandwidth metered, and what happens when you exceed it: a bill, an alert, or dropped players?
- Are player accounts and saves included, or a second vendor?
- Can you leave? If the state model is proprietary, the migration cost is the real lock-in.
- Is there a path to server-authoritative rules that does not involve running infrastructure?
When not to pick us
Competitive twitch games want a UDP transport with prediction and rollback, a different class of tool. Native Unity or Unreal projects are better served by an engine-first vendor today. And games built on hidden information need care, since room state replicates to everyone unless the secret lives in server logic.
Casual, co-op, turn-based, party and .io-style browser games are where this is genuinely the fastest route from idea to two people playing.
Try it on your own game
The free tier does not expire and asks for no card. Add one script tag and have two people playing in about a minute.