Steam sign-in
Players sign in with a Steam auth ticket. LongJump verifies it with Valve, keeps their name and avatar fresh, and issues a token your game sends on every call. Your publisher key stays on the server, never in the build.
Private beta, now open for applications
Steam sign-in, leaderboards, live player events, cloud saves and a wiki built from your game's data, behind one API. Skip the server work and spend the time on your game.
In production since May 2024
Don't Die, Collect Loot signs its players in and broadcasts their player events through LongJump in its live Steam release.
How it works
GetAuthTicketForWebApi and start a play session.# 1. Start a play session with a Steam ticket
POST /api/v1/game_environments/{env}/steam_players
{ "identity": "my_game_client", "ticket": "14000000a7f3..." }
# 2. Open the event stream
GET /api/v1/game_environments/{env}/mqtt
# → where to connect, and your game's stream
# 3. Save to the cloud; it follows the player anywhere
POST /api/v1/game_environments/{env}/cloud_saves
{ "name": "slot-1", "isAutosave": true,
"data": { "class": "Ranger", "floor": 12, "gold": 4810 } }
GDKs for
Players sign in with a Steam auth ticket. LongJump verifies it with Valve, keeps their name and avatar fresh, and issues a token your game sends on every call. Your publisher key stays on the server, never in the build.
Development, staging, a demo and the full release each get their own Steam App ID, sessions, scores, saves and event stream. Playtests never touch production players.
Client libraries for Unity, Godot, Unreal (beta), C, .NET, Java, JavaScript and TypeScript, with more on request. The Unity GDK adds sign-in that renews itself, player events that reconnect on their own, save slots and crash reporting.
Named save slots that follow the player between machines, with every save kept. Keep a save private, or make it public so others can see a build, a run or a character.
Broadcast what players do (a boss down, a rare drop, a new record) and every connected player gets it on the event stream, instantly. You decide what goes in the event and how the game reacts.
Manage games, environments and leaderboards, look up players and their saves, run tournaments, and see activity across your games from one console.
Game wikis
Point LongJump at your game's project and get a full wiki back. Then it stays right, every release.
Your game
LongJump
Your wiki
Game data
Stats, drops and requirements. Only LongJump writes it, so it's never wrong.
Your community
Guides, lore and strategy. Players write it, and the export never touches it.
Every release, the game data refreshes and every page that shows it updates. Renamed items keep their articles.


Live demo
A Unity action RPG in Early Access on Steam. Classes, skill trees, items, monsters, bosses and quests, all built from the game's own data.


Live demo
A beat 'em up on a completely different engine (OpenBOR). Built the same way: characters, moves, enemies, bosses and stages.
Leaderboards
Over 700 kinds of leaderboard, out of the box. Yes, we counted. Pick one to see how it's built.
Updates live as scores land
The map ahead
Partner studios in our beta help decide what we build next.
Build configuration in development, then promote it to staging and production.
Guest accounts that keep their saves and progress, plus email, Apple, Google and Discord, all linked to one player, with account merging.
Sign-in for consoles, iOS and Android, so every feature works beyond Steam.
Editable profiles, friend lists (including Steam friends), blocking and online status.
Player-made groups with roles and join requests. Scores and chat can belong to a group.
Running-total boards, automatic cheat flagging, and rewards when a season or tournament ends.
Small per-player objects with their own permissions, version checks on writes, batch reads and search.
Direct, group and room chat, and messages that reach players live or at their next sign-in.
Team up before a match, and find other players by skill, region and mode.
Relayed matches, match listing, and authoritative matches on your own headless Unity server builds.
Server-owned wallets and currency, purchase validation, server-granted inventory and a store.
Hooks around any API call and custom server functions, without forking the platform.
A console for your studio, with keys for your own tools and scripts.
An issue list that shows where each crash happened in your code, with filters you'd actually use.
An event feed for retention and balancing dashboards, plus request and game metrics.
Publishing from the command line, wiki notes in your game's source, and live data such as drop rates.
Private beta
We're opening LongJump to a limited group of studios. Beta studios get direct access to the team building it and a real say in what ships next.
Any engine that can make HTTPS requests and open an MQTT connection, which is what the event stream uses. Steam sign-in uses the Steamworks SDK, which Unity, Godot and Unreal all support. We build and test with Unity.
No. Your publisher Web API key is stored with your team on the server and used only there. Your game sends a short-lived auth ticket, exactly as Valve recommends.
Yes. Each environment has its own sessions, scores, saves and event stream, so development and staging never reach production.
Currently players sign in with Steam. More sign-in methods are on the way; tell us what you need in your application.
Free during the beta, and free while your game is in development. After that, pricing will be based on monthly active players, set with indie studios in mind.
Direct, hands-on support from the team building LongJump for the whole beta.
LongJump has run consistently in production since May 2024, behind a live game on Steam.
Yes. The API reference covers every endpoint, its errors and a quick start.