Heroic Labs Documentation

website·Indexed 35 days ago

https://heroiclabs.com/docs/

Documentation for Heroic Labs' game development suite, including Nakama (open-source game backend), Hiro GDK (Game Development Kit for Unity, Unreal, Godot, and more), Satori (LiveOps platform), and Heroic Cloud (production-ready hosting for Nakama and Satori).

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What's inside Heroic Labs

  1. Overview of Nakama backend server

    Nakama is a scalable, open-source backend designed for social and real-time games and apps. It provides essential services including user authentication, social networking, storage, and real-time data exchange. It can be run as a distributed cluster for massive scale and is compatible with macOS, Linux, and Windows for development, as well as cloud deployments or Heroic Cloud for production.
  2. Overview of Team Gifts

    Team Gifts are a cooperative reward system in Hiro that provides teams with shared goals and time-limited contribution windows. They are designed to create urgency and coordination by requiring team members to collectively push a progress counter toward specific reward milestones within a set timeframe.

    Key mechanics include:

    • Iterations: Repeating events with preconfigured start/end times and optional reset schedules.
    • Contribution Windows: A specific period within an iteration where members can add to the shared progress. Once closed, progress is locked and rewards can be claimed.
    • Reward Milestones: Multiple thresholds (e.g., 25, 50, 100 contributions) that unlock rewards for the team.
    • Contributor vs. Non-Contributor Rewards: Different payouts can be defined for those who contributed at least once during the window versus those who did not.
  3. Overview of Nakama Events

    Events in Nakama allow developers to capture player behavior and analytics data once in the game client and route it server-side. This architecture avoids the need to embed multiple third-party SDKs (e.g., ad networks, analytics platforms) into the game client, reducing download size, network overhead, and maintenance costs. Nakama processes these events using a high-performance circular buffer and a pool of worker goroutines to ensure that high volumes of events do not overload the server.
  4. Overview of Heroic Cloud

    Heroic Cloud is a fully managed platform for deploying and operating game backends at scale. It removes the need for manual provisioning and maintenance of infrastructure by providing managed dedicated servers, databases, load balancers, monitoring, and backups. All production infrastructure runs on dedicated hardware that is not shared with other customers.
  5. Overview of Hiro Team Wallet

    The Team Wallet facilitates collaborative management of shared virtual currencies for teams. It allows all team members to view balances and transaction history, while restricting fund management (adding or deducting currency) to team administrators to ensure coordination and prevent misuse.
  6. Overview of Hiro built-in integrations

    Hiro provides built-in support for several third-party services:

    • Social Providers: Facebook, Google, and Apple for player authentication.
    • Analytics: Satori, Firebase, GameAnalytics, and Smartlook for performance and behavior tracking.
    • Unity Services: Local notifications and Unity Purchasing plugin integration.
  7. Overview of Nakama game backend

    Nakama is an open-source game backend framework (Apache 2.0 license) designed for online multiplayer games. It provides real-time multiplayer, social, and competitive APIs. It is compatible with multiple game engines, including Godot, Unity, Unreal Engine, MonoGame, LibGDX, Defold, Cocos2d, Phaser, and Macroquad. Server-side logic can be customized using Go, TypeScript, and Lua.
  8. Overview of Team Event Leaderboards

    Team Event Leaderboards allow teams to compete as units rather than as individual players. Members contribute scores individually, and the team's total score determines its cohort ranking and tier progression. The system supports time-based and score-based events, cohort matchmaking, tier progression, and reward distribution.
  9. Overview of the Hiro Economy system

    The Economy system provides a monetization and progression framework for games. It manages virtual currencies (both soft and hard), in-app purchases via a virtual store, rewarded video ads (integrating with ironSource or AppLovin MAX), social donations between players, and complex reward structures including weighted random loot tables and guaranteed drops.
  10. Overview of the Hiro Architecture Layers

    Hiro is designed as part of a four-layer stack for live game development, moving from low-level infrastructure to high-level personalization. This allows developers to focus on game-specific logic rather than rebuilding common systems.

    1. Networking and Infrastructure: Handled by Nakama and Heroic Cloud (authentication, database, real-time networking, matchmaking).
    2. Custom Game Logic: Handled by the Nakama runtime (server-side code for matchmaking algorithms, economy validation, anti-cheat).
    3. Metagame Systems: Handled by Hiro. Provides pre-built, configuration-based systems for achievements, virtual stores, currencies, and event leaderboards.
    4. Customization and LiveOps: Handled by Hiro Personalizers and Satori. Enables dynamic, contextual configuration overrides for A/B testing and player segmentation.
  11. Overview of Hiro Analytics in Unity

    Hiro's analytics system allows Unity clients to capture player behavior as events and forward them to multiple analytics providers (such as Satori, Firebase, GameAnalytics, or Smartlook) simultaneously. This is achieved through a multiplexing system where a single call to systems.AnalyticsGroup distributes the event to all registered providers, eliminating the need to write separate tracking code for each service.
  12. Overview of the Hiro Progression system

    The Progression system in the Hiro SDK tracks player advancement and manages permanent unlocks. It allows developers to retrieve a player's current progression status and implement purchase mechanisms for permanent unlocks.