AGS 2026.1.0 Release NotesSupported
This is the latest AGS version. AccelByte actively maintains this version by providing regular updates, bug fixes, security patches, and comprehensive technical support. Please refer to the AGS Version Support Lifecycle document for more information.
Release date: January 20th, 2026
Announcements
- N/A
Versions
AccelByte Gaming Services (AGS) Game SDK
- Unreal Engine: [TBD]
- OSS: [TBD]
- Network-Utilities: [TBD]
- Unity: [TBD]
- P2P Unity: [TBD]
Extend SDK (previously known as Server SDK) latest version:
Please refer to the respective GitHub releases page:
- C#: https://github.com/AccelByte/accelbyte-csharp-sdk/releases
- Go: https://github.com/AccelByte/accelbyte-go-sdk/releases
- Java: https://github.com/AccelByte/accelbyte-java-sdk/releases
- Python: https://github.com/AccelByte/accelbyte-python-sdk/releases
- Codegen CLI : https://github.com/AccelByte/extend-codegen-cli/releases
AccelByte Multiplayer Servers (AMS)
- Please check here View AMS Release Notes
Highlights
AccelByte Gaming Services Is Now Modular
AccelByte Gaming Services (AGS) has transitioned to a modular architecture, offering studios the flexibility to adopt backend capabilities as needed, aligning with their game's current requirements and future growth.
The platform is organized into three distinct, independently adoptable modules:
- Foundations: Core identity and data services.
- Online: Services for progression, social and economy.
- Multiplayer: Services for competitive and co-op multiplayer.
(1) Foundations: The Essential Core for Every Game
Foundations serves as the default, base layer included with every AGS setup. This module provides the essential features that are a prerequisite for most games. As your game grows, you can also expand and customize Foundations using the Extend functionality, or add on top of it by using the Online and Multiplayer modules.
See here for more details about Foundations
(2) Online: Seamless Cross-Platform Persistence
Online provides everything you need for a connected online game, delivering consistent player progression, social and economy across all platforms. This means things like purchases, achievements, friends and player data travel with your players, eliminating the need to handle vendor specific platform services. By ensuring these systems work consistently across platforms, Online provides a seamless player experience and removes the burden of complex custom integration.
See here for more details about Online
(3) Multiplayer: Low-Latency, Scalable Infrastructure for Co-op and Competitive Games
Multiplayer provides the performance and reliability essential for any modern co-op or competitive game. It delivers flexible out-of-the box matchmaking combined with low-latency, high availability server infrastructure, so whether you're launching with multiplayer initially or integrating it later, you’ll have everything you need to satisfy your players.
See here for more details about Multiplayer
For additional information, please visit:
- Pricing: https://accelbyte.io/pricing
- AccelByte Gaming Services Landing Page: https://accelbyte.io/gaming-services
The AGS Modularization is currently for Private Cloud only. All existing Private Cloud Customers will have all 3 packages activated by default upon rollout and should not notice any change or disruption to their experience.
Improved Admin Portal Sidebar
The Admin Portal sidebar has been updated with a new design to improve visual appeal, usability, and navigation, coinciding with the AGS Modularization. A key new feature is the "Pin" function, which allows users to quickly access their favorite or most frequently used menu items, up to 8 menus can be pinned.
How to Pin a Menu in the Admin Portal:
- Navigate to the Admin Portal
- Hover your cursor over the desired menu item in the sidebar
- Click the pin icon that appears
- To remove a pin, simply click the pin icon again
To revert to the previous sidebar design, click on the "Profile" dropdown in the header and select "Switch to Old sidebar."
The new sidebar is currently for Private Cloud only.
Allow Game Admins to have more control over some configurations
We’ve improved how Game Admins manage Online configurations by allowing safe changes even when configurations are already in restricted states like TIED or ACTIVE. The improvements are focused on the following configurations:
- Challenges
- Add new goals to TIED challenges
- Update existing goals within TIED challenges
- Delete existing goals within TIED challenges
- Statistics
- Modify TIED statistic configurations
- Delete TIED statistic configurations
Safety and risk handling
- Low‑risk attributes (e.g., name, description) can be adjusted with safeguards to ensure system behavior remains intact.
- High‑risk attributes (e.g., statCode) are guarded:
- Admins will see clear warnings about potential data integrity and behavioral impact.
- High‑risk changes are limited to development environments and/or dedicated config tools, not general admin panels.
Why this matters
- Reduce dependency on manual database edits.
- Allow quicker reaction to changing requirements.
- Give you more flexibility in managing live configurations.
How to use it from the Admin Portal
Modify TIED Challenges
- Go to the Admin Portal
- Navigate to Challenges - Configurations
- Select the Challenge with TIED status
- Open the Challenge Details and go to Goals & Rewards tab
- Click on the Details
- Click on the Edit button on the bottom right and click I Understand & Continue
Modify TIED Statistics
- Go to the Admin Portal
- Navigate to Statistics - Configurations
- Select the Statistics with TIED status
- All the available configurations are modifiable
Known Issue: Modifying the fixed Challenge with repeatAfter enabled is currently NOT supported in the Admin Portal UI or directly via the API endpoint.
Permission Changes
This section applies to Private Cloud customers only.
In this release, we've added new permissions for default roles in the Private Cloud Admin Portal. New to Private Cloud default roles? Learn more here.
If you maintain your own custom roles, please ensure they are updated with the latest permissions.
- To manage and view the Extend App Task Scheduler
- Super Admin Role:
ADMIN:NAMESPACE:*:EXTEND:SCHEDULER:CONFIG(Action: 15 - CRUD)ADMIN:NAMESPACE:*:EXTEND:SCHEDULER(Action: 15 - CRUD)
- Game Admin Role:
ADMIN:NAMESPACE:{namespace}:EXTEND:SCHEDULER:CONFIG(Action: 2 - Read)ADMIN:NAMESPACE:{namespace}:EXTEND:SCHEDULER(Action: 2 - Read)
- View Admin Role:
ADMIN:NAMESPACE:*:EXTEND:SCHEDULER:CONFIG(Action: 2 - Read)ADMIN:NAMESPACE:*:EXTEND:SCHEDULER(Action: 2 - Read)
- Super Admin Role:
Deprecated and Decommissioned Features
- N/A
Minor Changes
Challenges
- Adding a validation for parameter name in the Account Linking goal type.
Extend
- Adding NoSQL start and stop cluster feature.
Matchmaking
- Improve matchmaking ticket expired notification more promptly.
Sessions
- Create endpoint to upload Xbox cert.
SDK
- [Unreal Engine] [Unity] Removed trailing slash on base url when loading SDK config.
- [Unreal Engine] [OSS] Added a mechanism to check whether the user is already compliant toward agreement or not before allowing the user to proceed to send subsequent requests. Which will prevent 404 responses from the backend.
Bug Fixes
Chat
- Fix an issue where member unable to receive
eventAddedToTopicnotifications.
Challenges
- Fix issue where user lost XP after completing a daily challenge.
- Fix issue where challenge is completed but reward is not listed.
- Fix issue where user met all of the required goal criteria for a set of challenges but the challenges are listed as not started.
- Fix issue where 3rd party login goals not able to be progressed and causing the challenge to be stuck.
- Fix an issue where the cycle value will be gone after creating goals to re-trigger goals detail pop-up.
Inventory
- Fix an issue where admin got error 500 when saving ecommerce item with inventory integration set as false.
Login
- Return 400 error when using invalid Epic Games jwt in PublicPlatformLinkV3.
Matchmaking
- Continue ticket deletion when canceling a ticket that currently is being proposed.
- Fix crash that is triggered each time a player tries to join P2P session.
- Fix issues where player failed/unable to cancel matchmaking ticket.
Lobby
- Empty result on query list incoming/outgoing friend request.
- Fix issue where list of incoming friends is empty in Lobby websocket.
SDK
-
[Unreal Engine] Fixed incorrect validation logic in
AccelByteError::AddDebugMessage. -
[Unreal Engine] Added synchronization mechanism to prevent thread safety issues when accessing
FEnvironmentChangedDelegatefrom multiple threads. -
[Unreal Engine] Fixed the behavior of config injection to be able to connect to another environment by parsing arguments.
Sample Usage:
GameExecutable -ABBaseUrl="https://my-studio.accelbyte.io" -ABNamespace="studionamespace-targetedgamenamespace" -ABClientId="YourClientId" -ABClientSecret="Y0urCl!3ntS3cret" -
[Unreal] [OSS] Fixed an issue where P2P connections failed to initialize when Auto Join was enabled in session templates. Auto-joined sessions now correctly initialize P2P networking, allowing hosts and clients to connect as expected.
-
[Unreal] Improved P2P lifecycle to fail gracefully when error happens.
-
[Unreal] Fixed AccelByte Unreal Engine SDK compilation error in the caused by direct access to the private TaskState member of
FAccelByteTaskinAccelByteHttpRetryTask.cpp.