Leaderboards, cloud saves, accounts, analytics and remote config — in one line of GDScript. No servers to run. No netcode to write. No vendor lock-in.
The big LiveOps platforms are Unity- and Unreal-first, and treat Godot as an afterthought. SlateFire is the opposite: built for Godot, simple on purpose, and priced for the people who actually make Godot games.
A single autoload and an API key. The API is pure GDScript — `await`, signals, typed returns. It feels like part of the engine, not a port from Unity.
Leaderboards, saves and accounts that just work, with offline caching handled for you. No game servers to provision, no netcode to debug.
Built on edge infrastructure with zero egress fees, so the free tier is genuinely generous — and the paid plans stay cheap as your players grow.
Five focused services, each two or three lines of GDScript away.
Global, friends, and around-the-player rankings. Submit a score, read the top 100, done.
await SlateFire.leaderboards.submit("weekly", score)
Versioned per-player JSON, synced across devices, cached for offline play.
await SlateFire.saves.put("profile", data)
Anonymous-first. Upgrade to email, Steam, Google or Discord without losing progress.
await SlateFire.auth.sign_in_anonymous()
Fire-and-forget events. See DAU/MAU, retention and funnels in the dashboard.
SlateFire.analytics.track("level_done")
Flip features and tune balance live, without shipping a build to the stores.
SlateFire.config.get_bool("event")
The SDK is open source and your data is plain JSON. Export everything in one call, any time.
await SlateFire.export_all()
Every plan includes all five services, the open-source SDK, and one-click data export. You're billed on monthly active players — never per seat. Start free with no card, upgrade only when you outgrow your plan, and cancel anytime — backed by a 14-day money-back guarantee.
A Godot leaderboard service vanished overnight in 2025 and took games down with it. SlateFire is built so that can never be your story.
The full client is MIT-licensed on GitHub. Read it, fork it, ship it — no black boxes.
Every leaderboard, save and player record is plain JSON, exportable any time you want.
Runs on a global edge network with zero egress fees — the reason the free tier can be this generous.
No wrapper around a Unity SDK. Designed around GDScript, the scene tree, and how Godot games are actually built.
Install the plugin, paste your key, and have leaderboards and cloud saves running before your coffee gets cold.