If the number of players of your game goes up, automatically deploys more servers, and if the number goes down, deactivates servers to avoid wasting money on empty servers.

Suitable for match-based games because of automating creation of short-lived servers and deactivating them when the match is over, and also suitable for large open-world persistence games for distributing players to multiple instances of the same area to avoid going over cap players, that 1 server is ideal to support.

Implementing easy cross-server communication.

Persistence Data: ability to save and read data as Unreal Engine’s default save game objects through server (Blob) or as MySQL database.

Using Kubernetes but 100% accessible control with blueprints-only development.

Rates:

Small match-based game server orchestration: $500–$1,500

Large open-world game orchestration with cross-server persistence: $2,000–$5,000