Round-the-clock cover for the live game.
A live title keeps moving after release. In-game events go out, servers carry the sessions, and players meet issues in the hours the game is actually running.
GameCloud covers that stretch round the clock: end-user issues, game servers, in-game events, and checks while the game is operating. We watch through the day and the night and send back what we saw.
Tell us the title, the events and servers in scope, and the platforms players use. Share a non-confidential overview first. Access, test accounts and evidence handling are agreed separately.
Every engagement specifies the events, the servers, the player-issue allowance, the platforms and the reporting format. Another event or an extra platform is added by agreement, and the updated scope is reflected in the project total.
The first stretch shows how your events, servers and player reports actually behave, and what a useful note looks like for your producers. Cover stays round the clock while that scope is in place.
If the same title also ships regular builds, recurring update QA can sit beside this watch. Build slots and the live watch are scoped together when you want both.
Your team keeps the live game. Producers keep event design and the call on what ships next. Engineers keep the servers and the fixes. GameCloud brings the watch and the notes.
We agree the events, the servers and the player-issue allowance, with cover round the clock. You receive a one-page project total for that scope. A wider platform list or extra checks are added by agreement.
Cover runs round the clock for the events, servers and player-issue sources named in the quote.
Agree the title, platforms, events, servers and player-issue sources. Cover is 24/7.
Set what we watch, how notes are recorded, and who on your side receives them.
Monitor end-user issues, watch the named game servers, and manage the in-game events in scope.
Send event status, server notes, player-facing issues and open items from that stretch.
Adjust events or coverage by agreement. Cover stays round the clock. The project total follows the scope you confirm.
Recurring Update QA reserves build slots and regression coverage around your release cadence. LiveOps Monitoring watches the game while it is operating: end-user issues, game servers and in-game events. A title can use both when the quote includes both.
Cover is round the clock. The quote names the checks, the events, the servers and the player-issue sources. Outside the named scope, extra titles or extra checks are quoted before they start.
In-game event management is part of the service when the event is named in the scope. We also check the event with players in the live game and report what they meet.
A non-confidential picture of the title, platforms, live rhythm, events and servers. Access, accounts and evidence handling are agreed before confidential material or live credentials are shared.
We send a one-page project total for the agreed events, platforms and checks. A change in events or coverage is quoted before that work starts. Write to sales@gamecloud-ltd.com and we will scope it with you.
We report what players and servers showed during the watch. Your engineers own the fixes. Your producers own the live game and the next event.
The quote names them. Coverage can include PC, iOS, Android, TV, Web, XR and other emerging platforms, including smartglasses when the title uses them and you place them in the scope.
Yes. We align the note format, the events we touch and the servers we watch at kickoff, so the watch is useful to the people already running the game.
Share the title and the events that matter. Cover is round the clock. We will propose the checks and a one-page project total.
Share a non-confidential overview first. Access, test accounts and evidence handling are agreed separately.