Build, ship, and hostgames and software.
KBVE is a platform for building, shipping, and hosting games and software — six capabilities, one open-source monorepo. Pick a thread to pull.
Why it holds up
The boring parts, done right — so the fun parts stay fast under real load.
- Built in the open — one public monorepo you can audit and fork.
- Scales on Kubernetes — Talos + Cilium, ArgoCD GitOps, auto-scaling.
- Production hardened — sealed secrets, network policies, restore drills.
Six capabilities, one monorepo
What we ship
Game Development
In-house engines and worlds — Rareicon (DOTS/ECS), isometric Bevy worlds, and Unreal/AngelScript pipelines.
Managed Game Servers
Auto-scaling Minecraft, Unreal, and Bevy world hosting on Kubernetes with built-in observability.
CI/CD Automation
Nx monorepo builds, manifest-driven dispatch, and event-driven pipelines that ship versioned artifacts.
Observability
End-to-end metrics and logs — Vector to ClickHouse, Prometheus alerts, and tracing across every service.
Identity & Auth
Supabase-backed accounts with canonical kbve.com/@username profiles and JWT claims wired into Rust services.
Open Source
A public monorepo of libraries, tools, and game code. Read it, fork it, sponsor a maintainer, ship with us.
Questions
Frequently asked
What does the KBVE platform actually ship?
Game development (in-house engines and worlds), managed game-server hosting on Kubernetes, CI/CD automation across an Nx monorepo, end-to-end observability, Supabase-backed identity, and a public library of open-source tools and game code.
Is KBVE open source?
Yes. Every library, pipeline, and game system lives in one public monorepo — you can read it, fork it, contribute back, or sponsor a maintainer.
How does KBVE run in production?
Talos and Cilium Kubernetes clusters with ArgoCD GitOps, sealed secrets, network policies, auto-scaling workloads, observability, and restore drills.
