Understanding Multiplayer Architecture: Steamworks vs Gamesparks vs Both?

Hi there, sorry for the delay in replying your posts!

Univise has made some great points that I’d like to echo.

  1. While you can make use of Steam’s Matchmaking, Achievements etc… as stated above, it’s probably a good idea to use GameSparks in tandem with, and in some cases in lieu of the features that Steam provides. Cloud Save is just one example (you can retrieve a Cloud Save when you log in with GameSparks) but this also applied to things like Virtual Good Management, Player Messaging, Team/Guild configuration.

  2. Using both is the best bet here, we fill in a LOT of those gaps but we have a great relationship with Steam, in fact, you can even Authenticate a player using their SteamID. Launching on Steam is a fantastic experience that we hope you pursue!

  3. Depending on the type of Multiplayer you’re looking for this can be easy or difficult. We do offer Real-Time Multiplayer solutions, but as stated above, if you’re simply testing then this wouldn’t be appropriate. However if your game is more turn-based, then it is very easy to configure Events and Matchmaking to test basic Multiplayer.

  4. If you’re using a service like GameSparks, you should see it as an extension of your Game Engine. We’re here to make development easier, regardless of where you decide to launch you game on.

If you have any further questions about GameSparks please feel free to hit up our forums https://support.gamesparks.net/support/home or read through our tutorials https://docs2.gamesparks.com/ It’s free to evaluate too!