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Multiplay by Rocket Science
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What's new?

12th June 2026

šŸ› Ā Tooling & Reliability

  • We've added a list of servers that have experienced crashes. This is a clickable option in the global crashes bar graph on the Multiplay dashboard overview page.

  • We've added support for timestamp metadata in our build configuration templating (see yesterday's release notes)

11th June 2026

šŸš€Ā Performance & Scaling

  • zstd compression for build distribution is now supported. This significantly reduced decompression performance overheads.

  • Edge binaries are now automatically patched if there are no running servers for fleets which do not support allocations/reservations.

  • Previously deprecated profile level server resource usage has now been removed.

šŸ”Ā Logging & Auditing

  • Improved fleet region metrics. On internal dashboards we can now identify fleets and regions by name.

  • Allocation UUID in server event log. We will now display the Allocation UUID alongside server events if set.

  • Transitory edge to core failures are now logged at Error where previously they were at Warning. This reduces time to identify platform communication issues internally.

šŸ› Ā Tooling & Reliability

  • Support for golang templates in build configurations. This enables advanced logic for configuring command lines. (Note: This is currently feature flagged for preview)

  • Total allocation time metrics. We now have enhanced visibility of allocation times internally which powers new alerting for platform anomalies.

šŸ›Ā Bug Fixes

  • Server stop timeout is now enforced strictly. We will now force stop a server process on linux with the KILL signal after 20 seconds.

  • Unsatisfied allocations are now correctly cleaned up from internal processing queue.

  • Build installs are now correctly listed against the corresponding fleet instead of the first fleet which processed it.

4th June 2026

šŸ‘Øā€šŸ’» Multiplay CLI Update

  • We have released v0.12.0 of the MP CLI tool. The latest version can beĀ downloaded here. In this and the recent releases, we have improved error handling and reporting

šŸš€Ā Performance & Scaling

  • Improved scaling performance by evenly spreading request processing

  • Reduced machine provisioning by optimising identity registration

  • Improved game server density application performance

šŸ”’Ā Security

  • Package updates to address CVEs

šŸ”Ā Logging & Auditing

  • Improved internal audit logging of fleet capacity changes

  • Improved internal logging, helping us debug more quickly

šŸ› Ā Tooling & Reliability

  • New mirror cleanup tooling to reduce issues caused by excessive build disk usage

  • Improved our game server machine patching process, allowing us to more quickly deploy updates

šŸ›Ā Bug Fixes

  • Fixed a race condition on very small builds that could cause install failures

  • Fixed an issue with seamless game server density changes, which would incorrectly disable capacity

  • Added missing game server density recalculation on warm machine boot

  • MP CLI/API - Release update lock when no changes are detected. Preventing stuck "Syncing" state in the Multiplay dashboard

28th April 2026

šŸ“ File Downloads

You can now download a number of files directly from the dashboard. As part of this update, we've also expanded what's visible in the server files view. All files associated with a server are now displayed regardless of where they're stored, as long as they contain the server ID in either the file path or filename, and use one of the following extensions:Ā .logĀ ,.jsonĀ ,Ā .analyticsĀ ,.utraceĀ ,.dmpĀ andĀ .txt

šŸ’» Game Server Density

We've consolidated theĀ Cloud DensityĀ andĀ Metal DensityĀ (if applicable) tabs into a singleĀ Game Server DensityĀ tab, giving you a unified view of your fleet density across both cloud and bare metal infrastructure.

šŸ” Machine Page Filters

Finding specific machines is now easier. We've added the following filters to the Machines page:

  • Location

  • Fleet

  • Operating System

  • Hardware Type (Cloud or Metal)

  • Status

Hardware Type is also now shown directly on each machine row for quicker at-a-glance visibility.

šŸ”‘Ā API Key Performance

All requests using API keys will now see reduced latency due to improved caching.

šŸŽ® Unreal Engine SDK Release

We have released our SDK for Unreal Engine. This version brings full QoS functionality, allowing you to provision servers closer to your players, You canĀ find it here. We also have a test project using the SDKĀ here.

For customers using Unity, please see our previously releasedĀ SDKĀ andĀ test project.

šŸ’»Ā Multiplay CLI

We've added a basic interactive mode for game builds to the mpcli. This allows users to easily resume a build in progress instead of having to remember and re-enter the right command.