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AGS 2026.2.0 Release Notesサポート対象

備考

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.

Last updated on March 30, 2026

Release date: March 30th, 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:

AccelByte Multiplayer Servers (AMS)

Highlights

TLS support for Extend Managed NoSQL Database

We introduced TLS support for the Extend NoSQL Database, enhancing network security for production environments. Existing NoSQL clusters continue to operate normally but can migrate to TLS.

TCP Tunnel for Extend Managed NoSQL Database

To maintain developers' experience in accessing the Extend Managed NoSQL Database directly from a local machine, we updated and improved the TCP Tunnel. It is now more lightweight while maintaining security and providing enhanced reliability. This allows developers to seamlessly connect their local development environment to the managed database resources while ensuring secure infrastructure isolation.

Accelbyte Gaming Services modular now available in Shared Cloud

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.

Available Packages Modules are available in the following combinations: Modules

  • Coming Soon: A standalone Foundations-only package is planned for a future release.

See here for more details about the pricing

(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

Custom permissions support for Shared Cloud

When building custom services with Extend, you previously had no way to protect your custom API endpoints with your own permissions, making it difficult to control who, whether players or other services, could call them. Studio Admins can now add custom permissions to user roles and IAM clients, giving you full control over access to your Extend-powered APIs without needing to rely on a super admin.

More control over cycle configurations for Game Admins

Managing live game configurations often means waiting. Previously, Game Admins were blocked from modifying or deleting Cycle configurations once they reached a locked state, making it hard to respond quickly to changing game needs. Game Admins can now freely edit, delete, and manually trigger resets on Cycle configurations at any time, without having to wait for the natural cycle reset window.

Custom input validation and profanity filtering for Shared Cloud Studios

Previously, input validation rules such as password requirements and display name restrictions — were set globally by AccelByte and applied uniformly across all studios, with no way for individual Studio Admins to tailor them to their game's needs. Studio Admins on Shared Cloud can now configure their own input validation rules and set up a custom profanity filter using their Extend apps, giving each studio full control over how player inputs are validated in their game.

Replaced SDK functions:

  • Unreal: User::GetInputValidations → replaced by User::GetInputValidationsByNamespace
  • Unity: User.GetInputValidations → replaced by User.GetInputValidationsByNamespace

GetInputValidations is deprecated and will be removed in 2026.5

Permission Changes

AGS Private Cloud

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 the Input Validation in the Admin Portal after refactoring to the new API version
    • Super Admin Role:
      • ADMIN:NAMESPACES:*:INPUTVALIDATION (Action 14 - Read,Update,Delete)
      • ADMIN:NAMESPACE:*:GRAFANA:WHITELIST (Action 15 - CRUD)
    • View Admin Role:
      • ADMIN:NAMESPACES:*:INPUTVALIDATION (Action: 2 - Read)
  • To query Player Login histories for debugging and investigation purposes
    • Super Admin Role:
      • ADMIN:NAMESPACE:*:HISTORY:LOGIN:USER:* (Action: 2 - Read)
    • View Admin Role:
      • ADMIN:NAMESPACE:*:HISTORY:LOGIN:USER:* (Action: 2 - Read)

Deprecated and Decommissioned Features

  • Unreal SDK Session V1

    • Since the Session V1 service has been sunset, the SessionV1 codebase will be removed from the Unreal SDK starting from version 2026.3. Users are encouraged to migrate to Session V2. [Doc Link].
    • Beginning with this release, Session V2 is enabled by default unless bEnableV2Session is explicitly defined in the configuration.

Minor Changes

Admin Portal

  • When creating or updating session configuration templates for Custom DS, the deployment and requestedRegions fields are now required. Templates that omit these fields will be rejected by the API. Review and update any existing session templates that target Custom DS to include these fields before upgrading.

Matchmaking

  • Matchmaking ticket expiration notifications are now sent promptly when a ticket expires without finding a match. Previously, these notifications could be delayed or not delivered at all, leaving players without feedback on their matchmaking status.

Sessions

  • Games using a Custom Dedicated Server (Custom DS) can now create persistent sessions that survive server restarts. This is supported via both the backend session service and the DSM gRPC plugin interface, allowing Custom DS operators to maintain long-running game sessions without requiring a session reset on every server lifecycle event.
  • Session configuration template creation and update now includes enhanced input validation. Incorrectly formed templates will return clear validation errors rather than being accepted silently, reducing the risk of misconfigured sessions causing runtime failures.

SDK

  • [AccelByte OSS] Prevented 403 response from backend by adding player compliance checking before making a call to other endpoints (InitializePlayerAttributes & CreateUserProfile).

Bug Fixes

Admin Portal

  • Fix issue where user unable to finish admin invitation after registration due tot he studio namespace wasn’t created.
  • Fix issue where admin unable to re-grant the permission again after exclude the override permission.
  • Fix issue where excluded permission show incorrectly after user refresh the page.

Leaderboards

  • Fix ZOD validation error when creating leaderboards.
  • Fixed an issue where a burst of stat update events at the moment of a leaderboard cycle reset could corrupt active season leaderboard data.

SDK

  • [Unreal Engine] Updated error log message when there’s no TURN Server config in DefaultEngine.ini
  • [AccelByte OSS] Prevented asynchronous chat notification loss by splitting and reordering the chat delegate registration.

Visual Debugger

  • Prevented crash by disabling Event Controls slider when there’s no event to see.