Compare / Metaplay
Metaplay vs Lonca
Metaplay is a server-authoritative C# backend with a Unity SDK and a strong LiveOps Dashboard, shipped with source code. Engineers define game logic and each event type in C#, and live-ops staff schedule them. Lonca is a managed backend where the event types already exist, so a studio without C# backend engineers can run live ops on Unity, Godot or web.
Book a 20-minute early access callPick Metaplay when
You're a Unity team building a long-lived free-to-play game, want to own the source code, and have C# engineers to extend the server.
Pick Lonca when
You don't have backend engineers, want ready-made event types and social features, or build on Godot or web.
At a glance
How Metaplay and Lonca differ before you look at a single feature.
Metaplay
Lonca
What it is
Metaplay
A server-authoritative C# game backend with a Unity SDK and LiveOps Dashboard, delivered as source code.
Lonca
An open-source game backend for casual and mobile games, with live ops built in.
How live ops are built
Metaplay
The LiveOps Dashboard schedules events, offers, mail and experiments. Each new event type is first written as a C# class by an engineer.
Lonca
Configured in the console from 18 event templates, with a flow builder, versions, and dev and staging environments to test in. No server code.
Engine SDKs
Metaplay
Unity only, including WebGL. Other engines get API access without shared logic.
Lonca
Unity, Godot and web, generated from one API description.
Custom server logic
Metaplay
C# on .NET, shared between client and server.
Lonca
Rarely needed. Flows cover the logic between events; webhooks reach your own server when you need more.
Hosting
Metaplay
Metaplay Cloud on AWS, or your own cloud on the Private Cloud plan.
Lonca
Lonca Cloud, run for you on shared infrastructure with each game's data, limits and keys kept apart. Or self-host on your own infrastructure.
Source code
Metaplay
Source-available to customers. Not open source.
Lonca
Open-source core. Lonca Cloud is the managed edition.
Pricing
Metaplay
Free for local development. The Production plan starts at €1,985 a month, priced per daily player above an included amount.
Lonca
Self-hosting has no license fee. Lonca Cloud targets $0.05 per daily active player per month; early access pricing is agreed with each studio.
Feature by feature
What each one gives a casual or mobile game out of the box. The Lonca column is what early access is designed to include; Lonca is not generally available yet.
Feature
Metaplay
Lonca
Players
Accounts and sign-in
Metaplay
Built in
Google, Apple, Facebook and Steam, with account recovery
Lonca
Built in
Guest, Google, Apple, Facebook and username. Steam, Game Center and Play Games planned.
Cloud save
Metaplay
Built in
Server-authoritative player state
Lonca
Built in
Versioned, with conflict detection, history and restore
Live ops
Live events without code
Metaplay
Partly
Scheduled in the dashboard after each event type is written in C#
Lonca
Built in
18 templates, scheduled and tested in staging
Segments and targeting
Metaplay
Built in
Lonca
Built in
Level, platform, app version, audience and country
A/B tests and remote config
Metaplay
Built in
Experiments and over-the-air configs
Lonca
Planned
A/B variants planned after early access
Push notifications
Metaplay
Built in
Lonca
Planned
Planned after early access
Competition
Leaderboards with seasons
Metaplay
Built in
Leagues and divisions with seasons
Lonca
Built in
Seasons, archives, friends, team and country views
Tournaments and leagues
Metaplay
Partly
Through leagues
Lonca
Built in
Rooms, brackets and leagues with bots
Social
Teams and clans
Metaplay
Built in
Guilds
Lonca
Built in
Roles, help requests and team events
Chat
Metaplay
Write it in code
Build it or use a third party
Lonca
Built in
Global, team, group and direct, with moderation
Friends
Metaplay
Write it in code
Not documented
Lonca
Built in
Friend codes, suggestions and blocking
Inbox with rewards
Metaplay
Built in
In-game mail with rewards
Lonca
Built in
Scheduled broadcasts, claimed exactly once
Economy
Currencies and inventory
Metaplay
Built in
Server-authoritative, defined in C# and configs
Lonca
Built in
A ledger that never goes negative, lives and timers
Promo codes
Metaplay
Write it in code
No documented promo code feature
Lonca
Built in
Shared, unique and personal codes
Purchase receipt validation
Metaplay
Built in
Including Steam, subscriptions and refunds
Lonca
Planned
Planned after early access
Multiplayer
Real-time multiplayer
Metaplay
Partly
Multiplayer entities and async matchmaking; no real-time netcode
Lonca
Not yet
Not in early access; may come later. Lobbies hand off to your match server, and async PvP is built in.
Platform
Product analytics
Metaplay
Partly
Event streaming to your warehouse, player views in the dashboard
Lonca
Planned
Planned after early access
Where Metaplay is stronger
Source code access
Customers get the source of the server, the Unity SDK and the dashboard.
Shared C# logic
Game logic runs the same on client and server, which makes cheating hard.
Deep LiveOps Dashboard
Segments, experiments, offers, mail and player inspection, extendable with custom pages.
Purchases covered
Receipt validation including Steam, subscriptions and refunds.
Where Lonca is different
Event types ready on day one
Lonca ships 18 event types as templates, with rooms, bots and prize tables. In Metaplay each event type starts as C# work before live-ops staff can schedule it.
Unity, Godot and web
Lonca's SDKs are generated for every supported engine from one API. Metaplay is built around Unity.
Social systems included
Friends, chat, teams and promo codes are part of Lonca.
Sized for smaller studios
Lonca Cloud targets a price per daily player with no monthly floor and needs no backend team to run. Self-hosting has no license fee at all.
Moving from Metaplay
Metaplay games keep player state in server-authoritative models and configs in spreadsheets. Lonca does not run shared C# logic, so the move fits games whose logic is mostly client-side with server-side events, economy and social.
- 1
Tell us what you run
Your events, leaderboards, economy and the server code behind them. A 20-minute call is enough to map it.
- 2
Map it to Lonca
We match each event to a template and each system to its Lonca module, and list honestly what would not move.
- 3
Try it in staging
Early access studios get dev and staging environments with test players and a time offset, so an event can be checked before any player sees it.
Questions studios ask
Is Lonca a Metaplay alternative?
For casual and mobile studios that want live ops without a backend team, yes. If you need shared deterministic C# logic on client and server, Metaplay is the better fit.
Can I get Lonca's source code like Metaplay's?
Yes. Lonca's core is open source, so you can read it and run it on your own infrastructure. The difference is that Lonca doesn't run shared C# game logic: you configure live ops in the console and extend them with webhooks.
Does Lonca work with Unity?
Yes, and with Godot and web games too.
Can a product manager create a new event in Lonca without an engineer?
Yes, from any of the 18 templates: set the schedule, who can join, stages, rooms and prizes, test it in staging and publish.
Other comparisons
- Nakama vs LoncaOpen-source game server, with live ops in Satori and meta systems in Hiro.
- PlayFab vs LoncaMicrosoft's broad managed backend, strongest for cross-platform and console games.
- Unity Gaming Services vs LoncaModular Unity services, each billed on its own, with events built in Cloud Code.
- Firebase vs LoncaGoogle's app platform: great analytics, push and config, game systems by hand.
- Supabase vs LoncaOpen-source Postgres platform: portable and flexible, game systems in SQL.
Based on the public documentation and pricing pages of Metaplay, as of October 2026. Spot something out of date? Tell us and we'll fix it.
- Metaplay pricing
- Introduction to Metaplay
- LiveOps Events
- Metaplay multiplayer
- Metaplay vs Nakama (Metaplay)
Metaplay is a trademark of Metaplay Ltd. Lonca is not affiliated with Metaplay Ltd.
Running on Metaplay today?
Tell us what you run and what you'd like your product team to launch on its own. We'll tell you honestly whether Lonca fits your game.
- SDKs for Unity, Godot and web games.
- Open source: Lonca Cloud or self-hosted.
- Built for casual and mobile games with live ops on day one.
- A founder answers every signup.