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Nakama vs Lonca

Nakama is an open-source game server from Heroic Labs with accounts, leaderboards, tournaments, groups, chat and real-time multiplayer. Live ops come from Satori and meta-game systems from Hiro, both sold separately, and most game logic is server code in Go, TypeScript or Lua. Lonca is one managed backend where events are configured in the console instead.

Book a 20-minute early access call

Pick Nakama when

You want to write your own game logic in Go, TypeScript or Lua, especially for real-time or social-heavy games, and you have backend engineers.

Pick Lonca when

You're a casual or mobile studio without a backend team and want events, inbox and economy run by your product team from one console, on Lonca Cloud or self-hosted.

At a glance

How Nakama and Lonca differ before you look at a single feature.

What it is

Nakama

An open-source game server. Live ops (Satori) and meta-game systems (Hiro) are separate commercial products.

Lonca

An open-source game backend for casual and mobile games, with live ops built in.

How live ops are built

Nakama

Satori schedules events, flags and experiments in a dashboard; the event logic and rewards are wired up in game and server code. Hiro systems are JSON config plus code.

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

Nakama

Unity, Unreal, Godot, Defold, JavaScript, .NET, Java and Swift.

Lonca

Unity, Godot and web, generated from one API description.

Custom server logic

Nakama

Server runtimes in Go, TypeScript or Lua.

Lonca

Rarely needed. Flows cover the logic between events; webhooks reach your own server when you need more.

Hosting

Nakama

Self-host anywhere, or Heroic Cloud on Google Cloud (AWS on request).

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

Nakama

Nakama is open source (Apache 2.0). Satori, Hiro and Nakama Enterprise are commercial.

Lonca

Open-source core. Lonca Cloud is the managed edition.

Pricing

Nakama

Self-hosting is free. Heroic Cloud is billed on infrastructure, not players; Satori starts at $600 a month.

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.

Players

Accounts and sign-in

Nakama

Built in

Device, email, Apple, Google, Facebook, Game Center, Steam, consoles and custom

Lonca

Built in

Guest, Google, Apple, Facebook and username. Steam, Game Center and Play Games planned.

Cloud save

Nakama

Built in

Storage engine

Lonca

Built in

Versioned, with conflict detection, history and restore

Live ops

Live events without code

Nakama

Separate product

Scheduled in Satori; logic and rewards written in code

Lonca

Built in

18 templates, scheduled and tested in staging

Segments and targeting

Nakama

Separate product

Satori audiences

Lonca

Built in

Level, platform, app version, audience and country

A/B tests and remote config

Nakama

Separate product

Satori flags and experiments

Lonca

Planned

A/B variants planned after early access

Push notifications

Nakama

Separate product

Satori messaging

Lonca

Planned

Planned after early access

Competition

Leaderboards with seasons

Nakama

Built in

Scheduled resets

Lonca

Built in

Seasons, archives, friends, team and country views

Tournaments and leagues

Nakama

Built in

Tournament API; rules around it in server code

Lonca

Built in

Rooms, brackets and leagues with bots

Social

Teams and clans

Nakama

Built in

Groups; Hiro adds team stores and mailboxes

Lonca

Built in

Roles, help requests and team events

Chat

Nakama

Built in

Direct, group and global

Lonca

Built in

Global, team, group and direct, with moderation

Friends

Nakama

Built in

Lonca

Built in

Friend codes, suggestions and blocking

Inbox with rewards

Nakama

Separate product

Hiro reward mailbox; core has notifications only

Lonca

Built in

Scheduled broadcasts, claimed exactly once

Economy

Currencies and inventory

Nakama

Partly

Wallet and storage in core; store and inventory in Hiro

Lonca

Built in

A ledger that never goes negative, lives and timers

Promo codes

Nakama

Write it in code

No documented promo code feature

Lonca

Built in

Shared, unique and personal codes

Purchase receipt validation

Nakama

Built in

Apple, Google, Huawei and Facebook Instant

Lonca

Planned

Planned after early access

Multiplayer

Real-time multiplayer

Nakama

Built in

Relayed and authoritative matches, matchmaker

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

Nakama

Separate product

Satori, with warehouse export

Lonca

Planned

Planned after early access

Where Nakama is stronger

  • Open-source core

    Apache 2.0 and self-hostable, so there is no lock-in on the server.

  • Broad engine support

    Official clients for Unity, Unreal, Godot, Defold, JavaScript and more.

  • Real-time and social

    Authoritative and relayed matches, a matchmaker, chat, groups and friends in the core.

  • Scriptable

    Mature server runtimes in Go, TypeScript and Lua for anything custom.

Where Lonca is different

  • Live ops without server code

    In Nakama an event is server code plus Satori configuration. In Lonca it is a template your product team configures, tests in staging and publishes.

  • One product, one price

    Events, inbox, economy and promo codes are part of Lonca. On Nakama a full live-ops setup can mean Nakama, Satori and Hiro, each priced on its own.

  • Priced per player, not per server

    Lonca Cloud targets $0.05 per daily player per month, so a small game pays a small bill. Managed Nakama is priced on infrastructure.

  • Nothing to run, unless you want to

    On Lonca Cloud there's no Postgres to operate, scale and back up; one platform team runs it for every studio. Both are open source and self-hostable, so the difference is that Lonca's live ops need no server code.

Moving from Nakama

Nakama studios usually have custom RPCs for events, brackets, leagues and saves. Accounts and storage objects move with the player, and RPC-based events map to Lonca templates. Real-time matches stay on your match server; Lonca lobbies can hand off to it.

  1. 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. 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. 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 Nakama alternative?

For the meta-game of a casual or mobile game, yes: accounts, cloud save, leaderboards, tournaments, events, teams, chat, inbox, wallet and promo codes. Lonca doesn't host real-time matches today, so for a game built around real-time play Nakama is the better fit for now.

Is Lonca open source like Nakama?

Yes. Lonca's core is open source and you can self-host it on your own infrastructure, or use Lonca Cloud and let us run it. The difference is in live ops: Lonca's events are configured in the console, not written as server code.

Do I need Go, TypeScript or Lua to run events in Lonca?

No. Events are configured in the console from 18 templates. Flows cover the logic between steps, and webhooks call your own server only when you need something custom.

Can I move my Nakama tournaments and leagues to Lonca?

Most of them map to Lonca templates: time-boxed tournaments, races, brackets and leagues with promotion and relegation. Book a call and we'll go through your RPCs one by one.

Running on Nakama 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.