SlateFire is a backend-as-a-service built exclusively for Godot 4. It provides leaderboards, cloud saves, accounts, analytics and remote config in one line of GDScript. No servers to run. No netcode to write. No vendor lock-in — the SDK is MIT-licensed and your data is plain JSON.
The big LiveOps platforms — PlayFab, Firebase, GameSparks — are Unity- and Unreal-first, and treat Godot as an afterthought. SlateFire is the opposite: built from the ground up for Godot 4, with a pure GDScript SDK that uses idiomatic await and signals. Simple on purpose, and priced for the people who actually make Godot games: 5,000 monthly active players free, forever.
A single autoload and an API key. The API is pure GDScript — await, signals, typed returns. It feels like part of the Godot engine, not a port from Unity or C#.
Leaderboards, saves and accounts that work out of the box, with offline caching handled for you. No game servers to provision, no netcode to debug. From install to first synced score in under 10 minutes.
Built on a global edge network with zero egress fees, so the free tier includes 5,000 MAU on every project — and the paid plans stay cheap as your players grow.
Five focused backend services, each two or three lines of GDScript. Every plan includes all five — nothing is locked behind a paywall.
Global, friends-only, and around-the-player rankings. Submit a score with await SlateFire.leaderboards.submit("weekly", score) and read the top 100. The server keeps each player's best score automatically.
Versioned per-player JSON blobs stored on a global edge network with zero egress fees. Synced across devices and cached locally for offline play. Each save slot supports optimistic concurrency control.
Anonymous-first sign-in with one-way upgrade to email, Steam, Google, or Discord — without losing any progress. Passwords are hashed with PBKDF2 server-side. HMAC-signed player tokens identify every write request.
Fire-and-forget event tracking. Events queue locally and flush in batches on a 5-second debounce timer. Track DAU/MAU, retention curves, and conversion funnels from the dashboard.
Flip feature flags and tune game-balance values live, without shipping a new build to the stores. Config is edge-cached and falls back to a local copy when the network is unreachable.
Every plan includes all five services, the open-source SDK, and one-click data export. You're billed on monthly active players — never per seat. Start free with no card, upgrade only when you outgrow your plan, and cancel anytime — backed by a 14-day money-back guarantee.
All four plans include the same five services: leaderboards, cloud saves, accounts & auth, player analytics, and remote config. Nothing is paywalled.
A Godot leaderboard service vanished overnight in 2025 and took games down with it. SlateFire is built so that can never be your story.
The full SlateFire client SDK is MIT-licensed on GitHub. Read it, fork it, ship it with your Godot 4 game — no black boxes, no closed-source dependencies.
Every leaderboard entry, cloud save, and player record is stored as plain JSON. Call export_all() to download everything any time — no vendor lock-in.
SlateFire runs on a global edge network with zero egress fees. This is why the free tier can offer 5,000 MAU, 1 GB storage, and all five services at no cost.
Not a wrapper around a Unity SDK or a REST port. SlateFire is designed from the ground up around GDScript, the Godot scene tree, and how Godot 4 games are actually built.
Install the plugin, paste your key, and have leaderboards and cloud saves running before your coffee gets cold.