The infrastructure behind PingCore’s game server platform

PingCore, one of Think Huge’s own brands, lets a game studio or hosting provider deploy game servers worldwide from a single configuration, with autoscaling, matchmaking and DDoS protection built in. Underneath, every server is a stateful container on the same Kubernetes-native infrastructure Think Huge builds for every partner.

A game controller in front of a running game, and the PingCore wordmark over itPingCore

What PingCore Does

PingCore is the platform layer between a multiplayer game and the hardware it runs on. Studios use it to ship without a DevOps team. Hosting providers use it to run their brand on modern infrastructure instead of bare metal.

1. Configure
Set up the game once: config templates, resources, ports and variables, via dashboard or API. 100+ games come pre-configured.

2. Deploy
Pick the regions. PingCore provisions game servers in each one, in under ten seconds.

3. Scale
Servers spin up and down with player demand. Billing is prorated to the second, so a studio pays only for runtime.

Around that core sit the pieces a multiplayer game needs: Discovery for public server lists, matchmaking, an Agones-compatible SDK, a white-label control panel for hosting providers, and a REST API with MCP integration for AI-driven workflows.

The Infrastructure Challenge Underneath

A multiplayer game server is stateful, latency-sensitive and permanently under attack.

Demand is unpredictable. Launch day, a viral moment or a content update can multiply concurrent players in hours. Capacity has to appear on demand and disappear when the surge ends, or the studio pays for empty servers.

Players are everywhere. A server in one region is unplayable from another. Every game needs a footprint across continents from day one.

State cannot be lost. A game server holds the world. Restarts, scaling events and upgrades must not wipe player progress.

Game traffic is a DDoS magnet. Most game protocols run over UDP, which generic DDoS filtering handles poorly. Protection has to understand game traffic and be on before the first attack.

Shared resources ruin the experience. A game server on oversold hardware stutters when a neighbour gets busy. Players notice immediately.

Most studios and hosts cannot build this themselves. Kubernetes, multi-region networking and DDoS mitigation are full-time infrastructure jobs, not something a game team should be running.

How Think Huge Powers PingCore

Every game server is a stateful Kubernetes container. Orchestration provisions it in seconds, watches it with startup, readiness and liveness probes, and replaces it if it fails. Persistent volumes survive restarts, so the world stays intact.

Capacity scales with players. Containers are scheduled to match demand as it arrives and released when it drops. No fixed fleet sized for launch day.

Compute is dedicated, never overcommitted. Each container gets the CPU and memory it requests, on NVMe storage. There are no noisy neighbours.

Servers sit close to players. Clusters run in 10+ Think Huge locations across the Americas, Europe, Asia and Oceania. Game files are served from CDN nodes co-located with the compute, so a new server pulls its assets locally rather than across the internet.

DDoS protection is game-aware and always on. Filtering built for UDP traffic patterns sits at the network edge, with sub-millisecond detection, on every server.

The stack carries a 99.99% uptime SLA.

PingCore joins FXVM, ForexVPS.net, PingPlayers, AlgoBuilder and TradingHost on the same infrastructure Think Huge sells to partners.

There is no lighter internal version.

Platform compatibility

Kubernetes-native orchestration

Deployments, StatefulSets, per-server and cluster-shared persistent volumes.

Custom Docker images

Via a private registry, with startup, readiness and liveness probes.

10+ locations

Across the Americas, Europe, Asia and Oceania, deployable from a single configuration.

Dedicated CPU and memory per container

Zero overcommit, NVMe storage.

Game-aware DDoS mitigation

For UDP traffic, sub-millisecond detection, always on.

Built-in CDN co-located with compute

SteamCMD, pipeline or manual upload.

100+ pre-configured games

Templates for INI, YAML, JSON, XML and CLI arguments.

REST API and Agones-compatible SDK

MCP integration, role-based access control with audit trail.

Built-in matchmaking

Discovery usable with or without PingCore hosting.

Trust and assurance

99.99%

uptime SLA

ISO

9001 and ISO/IEC 27001

Same orchestration, network and compute

Think Huge builds for every partner.

Dedicated resources per server

Never oversold.

Persistent volumes survive restarts

Player data is retained.

DDoS protection

Standard on every server.

Think Huge runs PingPlayers on this platform

Its own consumer game hosting brand.

Onboarding

Self-serve or white-glove.

Talk to us about the infrastructure your platform runs on

If your product needs stateful, latency-sensitive workloads that scale with demand across multiple regions, talk to us about your use case.

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