UT Engine · a UTeam Studio product

The server foundation for your online game

UT Engine takes care of multiplayer, game state, characters, combat, AI, economy and operations. Your client connects through an SDK — from Unity, Unreal Engine, Godot or another technology.

  • 01 Unity
  • 02 Unreal Engine
  • 03 Godot
  • 04 Other stack
UT Engine SERVER-AUTHORITATIVE

UT Engine

GAME SERVER AUTHORITATIVE GAME STATE
REALTIME PERSISTENT PROGRESS LIVE OPERATIONS
01 Reach a playable build sooner

Launch the first server loop around the game’s core scenario.

02 No backend from scratch

Core online-game systems are already part of one platform.

03 Client-engine freedom

Unity, Unreal Engine, Godot, or an SDK for another technology.

04 Built to grow

Operations and scaling are addressed before production load.

01 / Outcome

Focus on the game, not on assembling a server platform

Your team gets a working server foundation and builds the distinctive parts of the game on top of it.

Start

Validate the game sooner

Connect one vertical slice and bring it to a working multiplayer scenario.

Development

Keep game logic on the server

Combat, progression and economy run on the server instead of being fragmented across client and backend code.

Growth

Expand without replacing the foundation

Add game systems, worlds and client platforms to the same server foundation.

02 / Capabilities

Everything the server side of an online game needs

NET

Realtime multiplayer

Player connections, commands, state updates and recovery after disconnects.

GAME

Game logic and combat

Movement, abilities, effects, damage, death and game-specific mechanics.

PLAYER

Accounts and characters

Sign-in, character selection, sessions, profiles and persistent progression.

AI

NPCs and AI

Server-owned NPC behaviour, decisions and interaction with players.

ECON

Inventory and economy

Items, rewards, currencies and operations that must not trust the client.

OPS

Launch and operations

Game worlds, metrics, diagnostics, deployments and load readiness.

03 / Fair play

The server determines the outcome; the client presents it

The client sends the player’s intent. UT Engine validates the action, changes game state and sends the confirmed result to participants.

Client

Sends an action

Input, target selection or an ability request — never a self-assigned outcome.

UT Engine

Determines the outcome

The authoritative server makes critical decisions, changes game state and calculates the result.

Players

Receive the result

Clients render confirmed state and remain synchronized.

Server-authoritative

Critical decisions belong to the server.

Realtime

State reaches players while the game is running.

Persistent data

Progress survives between sessions.

Observability

World health and failures stay visible to the team.

04 / Integrations

Connects to your client project

The SDK handles connection, commands and state delivery while your team keeps working with familiar engine concepts.

01

Unity

A C# SDK for connection, game commands, state and client-side presentation.

C#
02

Unreal Engine

An SDK and integration layer for Unreal’s game loop and project types.

C++
03

Godot

A lightweight way to connect server state to Godot projects.

GDScript / C#

Using another client stack? We can build an SDK or adapter for your project technology.

05 / Getting started

From an idea or prototype to a working server loop

We start with the core game scenario so your team gets a testable result quickly.

  1. 01

    Show us the game

    We discuss the genre, multiplayer scenario, current stage and target platforms.

  2. 02

    Choose a vertical slice

    We define a focused scenario for validating the server model and integration.

  3. 03

    Connect UT Engine

    We integrate the SDK, move critical game logic to the server and run the end-to-end game loop.

  4. 04

    Prepare for launch

    We expand game systems, set up operations and validate behaviour under load.

06 / Contact

Let’s review your game

Come with an idea, a prototype or an existing project. A short description of the game and its main challenge is enough.

Reply by emailPrototypes are welcomeNo commitment
Do not send passwords, keys or other secrets.
How the data is processed is described in the Privacy Policy.

We usually begin with a short conversation about your game.

How we use your data

The inquiry is stored in Russia for no longer than 12 months and used only to respond and discuss the project. You can request deletion at privacy@uteam.dev.

Project inquiries are temporarily closed

We’re not accepting new project inquiries at the moment. Follow UTeam for updates — we’ll announce when submissions reopen.

07 / In brief

Frequently asked questions

Does UT Engine replace Unity, Unreal Engine or Godot?

No. The client engine handles graphics, input and platform features. UT Engine is the server side of the online game.

At what stage can a project adopt UT Engine?

You can come to us with an idea, a prototype or a live game. Together, we select a focused gameplay scenario that can quickly validate the server foundation and client integration.

Can we connect an existing project?

Yes. We begin with a focused vertical slice to validate the integration without rebuilding the entire client.

How does the integration begin?

We start with a short review of the game and one key scenario, such as a session, combat or world interaction. We connect the SDK, move critical rules to the server and deliver a working flow from client input to gameplay outcome.

Can you implement mechanics unique to our game?

Yes. UT Engine is a foundation, not a generic template that dictates the shape of the game. We extend the server side for unique mechanics and help the client team connect them to the game.

How configurable are skills and combat?

Skill parameters, effects, constraints and combat rules are defined on the server side and can evolve with the game design. The logic stays in one place instead of being scattered across the client and separate backend services.

Can we add quests, progression and other gameplay systems?

Yes. Quests, progression and other project-specific systems connect to the shared server-side state model. Their rules and content can be adapted to the game instead of a predefined genre template.

How do inventory, economy and item transfers work?

Changes to items, currency and other assets are validated and executed on the server as consistent operations. The client requests an action but cannot grant itself an item or change a balance.

How does UT Engine protect against client-side manipulation?

The client sends the player intent, while the server determines whether the action is valid and what the outcome is. This reduces the attack surface around movement, combat results, items, currency and other important state.

Can the server side grow with the game?

Yes. New gameplay systems, worlds and client platforms can be added to the shared foundation without replacing the entire server stack. Load and operations requirements are considered for each production launch.

Can we use another client engine?

Yes. The protocol is not tied to a specific client; we can build a dedicated SDK or adapter for another technology.

Who supports the SDK, integration and launch?

UTeam Studio supports the integration, adapts or extends the SDK for the client stack and helps implement project-specific features. After launch, we stay involved in the development and operation of the server side.