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Unisave is a cloud backend platform for Unity projects, designed to bring cloud code and database capabilities into the Unity workflow. Developers can write server-side C# code inside their project for use cases such as player accounts, leaderboards, cloud saves, in-app purchase validation, online configuration, asynchronous multiplayer messaging, and custom backend logic. At a high level, it can be understood as FaaS plus DBaaS, with additional capabilities for deployment, authentication, and messaging.
The core of Unisave is Cloud Code and Managed Database. Cloud Code exposes public methods through Facets that can be remotely called by the Unity client, making it suitable for server-side validation and business logic that players should not be able to tamper with. On the database side, it provides managed ArangoDB and uses Entities to map C# classes to database documents, supporting save, update, delete, query, timestamps, and secure serialization controls. It also offers Messaging/Broadcasting, allowing the server to send messages to specific clients, which is useful for chat, turn-based games, or notification systems.
Integration involves creating a cloud account, importing the Unisave Asset into Unity, and then entering the Game Token and Editor Key. The documentation covers installation, Facets, Entities, Authentication, Session, Logging, Email, Steam, Epic, databases, HTTP Client, Push Notifications, and more. It includes plenty of sample code and security guidance, such as avoiding sending sensitive fields to the client and not exposing public helper methods. Steam login and in-app purchases, as well as Epic login, are explicitly supported, while Discord and Email integrations appear in the examples.
The pricing is relatively friendly for indie teams: Free is free and requires no credit card during development; Hobby is $8/month; Indie is $25/month; and Professional starts at $35/month with usage-based overage billing. Billing focuses on compute time, database requests, and database storage. The advantage is that all features are available even on the free tier, so development is not restricted by feature paywalls. The downside is that database storage quotas are relatively small, so large files need to be handled via object storage such as S3 or DigitalOcean Spaces.
Unisave is best suited for Unity indie games, small teams, and projects moving from prototype to initial launch, especially for developers who want to keep using C# without maintaining a separate server. Its main limitations are its strong tie to Unity/C#, which makes it less valuable for non-Unity projects. Details about self-hosting, open-source status, enterprise SLA, and payment methods are not clearly explained. The service entity also appears to be a Czech sole proprietor, so enterprise procurement would require further evaluation.
The collected information does not provide details on Mainland China access, nodes, ICP filing, RMB payments, or local compliance, so China accessibility is unknown. If access or payment is restricted, alternatives to consider include Firebase, PlayFab, Nakama, Supabase, or building a Unity game backend on Alibaba Cloud or Tencent Cloud.
⚠ This review is compiled from public sources and does not constitute a purchase recommendation. Verify all facts on the vendor's official site. Verify on unisave.cloud official site.
unisave.cloud is an Unknown Dev Tools provider. TG4G tracks its product information, an overall rating of 8.0/10, and a China-accessibility score of China direct-connect friendly. Click "Visit Official Site" to reach unisave.cloud directly.