Matchmaking infrastructure for your game
Queue teams, match by skill, and deliver results through signed webhooks — without building the engine yourself.
No card required · slot-based engine · internal Elo or external ratings
Scanning the pool…
Widening the window until someone fits…
Everything the matchmaking layer needs
One engine for pairing, ratings, and delivery — so you can ship the game, not the plumbing.
How it works
Configure a game mode
Set structure, team sizes, and rating behaviour per project.
Enqueue teams
Your game server posts queue entries with one API call.
A match forms
The engine pairs eligible teams and assembles strict slots.
Get the callback
A signed match.created webhook hits your server in real time.
curl -X POST https://api.yourhub.dev/v1/queues/enqueue \ -H "Authorization: Bearer <project_api_key>" \ -H "Content-Type: application/json" \ -d '{ "projectId": "proj_123", "gameModeId": "mode_ranked_1v1", "environment": "production", "team": { "members": [{ "playerId": "p1", "rating": 1500 }] } }'POST https://game.example.com/hookX-Webhook-Signature: sha256=… { "event": "match.created", "matchId": "match_abc", "gameModeId": "mode_ranked_1v1", "environment": "production"}Frequently asked
Do I have to bring my own ratings?
No. Each game mode picks its rating behaviour: internal Elo computed for you, an external rating you pass in per enqueue, or disabled for casual play.
Does it support teams and free-for-all?
Yes. Everything is modelled as slots and groups, so 1v1, 5v5, party-vs-party, and FFA all come from the same engine — solo is just a team of one.
How do I get match results?
A signed match.created webhook hits your server in real time, with HMAC signatures, exponential-backoff retries, and a delivery log you can inspect in the dashboard.
How does skill-based pairing avoid long waits?
The rating window starts tight and widens on a fixed cadence, so close matches form first and nobody is stuck in queue forever.
Is it multi-tenant?
Organizations, projects, environments, API keys, and role-based access are built in, so you can isolate games and teams from day one.