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Lonca

Friends, teams, chat and an inbox that pays out once.

The social systems casual games rely on, including scheduled broadcasts your live-ops team sends from the console.

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  1. Tiny Kingdoms
production

What social covers

Friends
Requests by friend code or player id, suggestions, and blocking that hides a player everywhere without telling them.
Inbox
System messages, rewards, gifts, team help and broadcasts. Broadcasts can be scheduled and sent to a segment. Every claim, including claim-all, pays out exactly once.
Teams
Open, closed or invite-only teams with leaders and co-leaders, automatic leader succession, team search, help requests for lives and team rankings.
Chat
Global rooms per language with slow mode, plus team, event, group and direct chat. Profanity rules, mutes, and reports that hide a message automatically.
Presence
Online, away and offline, with what the player is doing: in the menu, in a lobby or in a match.
Parties and lobbies
Parties with invites and ready flags, lobbies with ready checks, host migration and short join codes, and a handoff to your own match server.

Mobile push notifications are planned after early access. Chat translation is not part of Lonca today.

Live ops

Events, passes, missions and rewards, configured in the console

Competition

Leaderboards, tournaments and async PvP

Players

Sign-in, cloud progress, profiles and privacy

Economy

Wallet, timed economy and promo codes

Tell us about your game.

Join the waitlist and we'll write to you personally before early access opens. Or book an early access call and we'll walk through your game and backend together.

  • 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.