// problem · backend sprawl
Three months on plumbing. Zero shipped gameplay.
Most Unity studios spend the first quarter of a project wiring together Firebase Auth, PlayFab leaderboards, a third-party analytics SDK, a push provider, and a homegrown remote-config server. Five dashboards. Five bills. Five things to break in production.
// without KalmForge
- 5+ vendor accounts, 5+ SDKs, 5+ status pages to watch.
- Custom glue code between auth, analytics and entitlements.
- Months of backend work before designers can touch anything.
- Onboarding a new engineer means a tour of five services.
// with KalmForge
- One Unity SDK, one dashboard, one bill.
- Player accounts, sessions and entitlements are first-class.
- Working backend in an afternoon - designers in by week one.
- One product to learn. Docs in one place.
// how it works
The mechanics
01
Drop in the SDK
Install the Unity package and call Init() with your dev key. Offline queueing, async-native, no extra dependencies.
Read the doc →02
Wire one project key
Per-environment dev and live keys keep test traffic out of prod. Switch via build configuration.
03
Use what you need
Analytics, leaderboards, push, remote config, localization, A/B tests - all available from day one, all in the same dashboard.
// what changes
Real outcomes
- Time-to-first-event drops from weeks to hours.
- One vendor relationship instead of four to five.
- Engineers spend their time on gameplay, not on plumbing.
- New hires productive in days, not weeks.
// questions
FAQ
- Do I have to migrate everything at once?
- No. Most studios start with one system (usually remote config or analytics) and add the rest as they go.
- Does it work with my existing analytics pipeline?
- Yes. Events can be exported and the SDK can co-exist with another analytics SDK during migration.
- What about iOS/Android?
- The Unity SDK targets both platforms from the same codebase - no platform-specific wiring.
Stop stitching. Start shipping.
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