For indie studios of 1 to 20
Your game's backend.
Your players' world.
Bellows is a backend for indie online games that also builds your players' wiki, maps and Discord bot from the same data. Add an item once, and the game, the wiki and the bot all know about it.
Working today The Playtest Kit, for Unity. 2027 Accounts, saves, leaderboards, live ops and the Player Hub.
Ironwake is a game we made up to show Bellows working. Every screen on this page is the real thing, running on Ironwake's made-up data.
0%
revenue share, and no per-install fee. Ever.
24 months
price lock from your game's first invoice
12 months
notice before any service ends, with your data yours to take
Working today
Playtests that tell you when a build is ready
Give testers an invite code. The Unity package records each session: what they did, where it crashed, how it ended. It asks your survey at a natural pause, and it keeps working when the connection doesn't. The Console shows every session's timeline and checks the build against the gates you set.
- Invite codes for each build, with notes, limits and an end date
- Crashes caught, even after a pulled plug, and reported on the next launch
- In-game surveys: yes or no, scales, choices and testers' own words
- Gates such as "no crash in the first hour, 97% of sessions" or "came back the next day, 35%"
- Testers can download or erase their data, as UK GDPR expects
using Bellows.Playtest;
var playtest = BellowsPlaytest.Start(new PlaytestOptions
{
ClientKey = "bk_pub_…", // safe to ship in a build
Build = "1.6.0-beta.3", // what the Console files sessions under
});
playtest.Join(inviteCode, testerName);
playtest.BeginSession();
playtest.Log("wreck_cleared", ("seconds", 402.5));
BellowsSurvey.ShowIfDue(); // at a natural pause: a results screen, the menu
The platform
Everything a live indie game needs
One SDK and one Console for the online side of your game. Here's what each part does, and where it stands.
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Working today
Playtests
Invite codes, sessions, crash reports, in-game surveys and gates that say when a build is ready.
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Working today
Studio Console
Your team with its own roles, API keys, an audit log of every change, and every screen on this page.
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2027
Accounts and saves
Guest, email, Steam and Discord sign-in, one ID across platforms, cloud saves and player data, with export and delete for each player.
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2027
Leaderboards and stats
Boards that reset when you choose, player stats, and achievements kept in step with Steam.
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2027
Economy
Currencies, inventory and a catalogue whose items keep their IDs, on a ledger the server owns, plus codes to hand out.
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In the demo2027
Live ops
News, codes, remote config with feature flags, maintenance mode and game nights, sent to the game, the Hub and Discord in one go.
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In the demo2027
Player Hub
A wiki built from your catalogue: a page for every item, search, news and codes, and profiles and leaderboards for your players.
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2027
Discord bot
Posts your news and game nights to your Discord server. Slash commands, each week's winners and more follow.
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2027
Analytics
Events from the SDK, and dashboards a small team can read: players, sessions and retention.
"2027" is our first release, the Launch Kit, which we're aiming to have in a private alpha in the spring and out by the end of June. Those are targets, not promises. SDKs: Unity today; Godot 4, TypeScript and a REST API are planned for the first release, Unreal later.
In the demo
Your players get a home, built from your own data
Most indie games end up with a fan wiki that goes stale a patch later. Bellows builds your game's Hub from the catalogue you already keep, and rebuilds it every time you publish a change.
- A page for every item, with search, written straight from your catalogue
- Rename an item and its old address sends people to the new page, for good
- Take one out and it keeps a page saying when it left, so old links still land
- You decide whether it's listed on MetaForge's sites, which have 3–5 million visitors a month
Ironwake's Hub has 177 pages, built from one catalogue. Its map and its patch notes show what comes after the first release; the map was painted by code for the demo.
In the demo
Run the live game from one place
Post news, make codes, change remote config and plan game nights from one Console, with every change in an audit log that says who made it. From the first release, each one reaches the game, the Hub and Discord in one action.
- Remote config that's typed and range-checked, with flags for a share of players
- Maintenance mode with the message players see
- Player support: look anyone up, grant, ban, export their data
- Roles, so support can help players without touching config
The Console's live ops screens are built and save everything. Games read them from the first release.
How it works
From first playtest to live game, on one SDK
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Add the package
Unity 2021.3 or later. Start it once in your bootstrap scene, and your build records playtests.
Working today -
Invite testers
Make an invite code for a build in the Console. Sessions, crashes and survey answers arrive as they play.
Working today -
Decide what ready means
Set gates on what testers do and say. The Console tells you, build by build, whether you're there.
Working today -
Launch on the same SDK
Accounts, saves, leaderboards and live ops arrive in the same package, and your Hub builds itself.
2027
Pricing
Priced for indie games, with the promises in the contract
Bellows will have a free tier to start on, and paid tiers for when your game grows. We'll publish prices once our load tests confirm what Bellows costs to run, and design partners hear them first. These terms come with every tier:
No revenue share
And no per-install fee. Ever.
A 24-month price lock
It starts at your game's first invoice, so months on the free tier don't use it up.
A spend cap you set
At the cap, background work slows first: analytics sample, the Hub rebuilds less often. Nothing your players see stops.
Viral-month forgiveness
The first month your game passes three times its previous peak, we waive the overage.
12 months' notice
Before any service ends. And your data is yours to export at any time, not only then.
Your data, nobody else's
Bellows uses only what your game sends, and you control every page of your Hub.
Design partners
Build it with us
We're looking for a handful of studios to shape Bellows before its first release.
What you get
- The Playtest Kit now, and each part of the Launch Kit as it lands
- Hands-on help wiring it into your game
- The Indie tier free until the end of 2029, set out in a short partner letter
- A featured slot on MetaForge when your game launches on Steam
What we ask
- A call a month, and honest feedback
- A short case study after launch, which you approve before anything is published
Who it suits
Teams of 1 to 20 making an online PC game: co-op, survival, extraction, PvP or social. Unity today, and Godot teams should talk to us too. Anywhere from prototype to early access.
FAQ
Questions studios ask
Can I use Bellows today?
The Playtest Kit works today with Unity, and design partners get it first. Accounts, saves, leaderboards, the economy, live ops in your game and the Player Hub make up our first release, the Launch Kit. We're aiming for a private alpha in spring 2027 and a release by the end of June 2027. Those are targets, not promises.
Which engines does it support?
Unity 2021.3 or later today, on every platform except WebGL for now. A Godot 4 SDK, a TypeScript SDK and a plain REST API are planned for the first release, and Unreal after that. If you're on Godot, we'd especially like to hear from you.
Who owns my game's data?
You do. Your studio is the data controller, and Bellows processes data for you under a data processing agreement that we sign before any player data arrives. You'll be able to export all of it whenever you like, and to export or delete any one player's data.
Is Bellows part of MetaForge? Does it datamine games?
Bellows is made by MetaForge. Where a studio doesn't publish data, MetaForge's sites datamine it. Bellows is the alternative: your game sends its own data, we use only that, we'll put that in the contract, and you control every page of your Hub.
What will it cost?
There'll be a free tier to start on, and we'll publish the paid tiers' prices once our load tests confirm our costs. Whatever the figures, every tier comes with the terms above: no revenue share, a 24-month price lock, a spend cap you set, viral-month forgiveness and 12 months' notice. Design partners get the Indie tier free until the end of 2029.
What happens if Bellows shuts down?
You'd get 12 months' notice before any service ends, and your data is yours to export at any time, not only then.
Can I see it working?
Yes. Every screen on this page is the real Console and Hub, running on Ironwake, a game we made up for demos. Tick "happy to talk" on the form and we'll walk you through it.
Make the online side the easy part
Bellows is being built now, with studios like yours.
Apply as a design partner