GearN Server Overview
GearN Server is a self-hostable game backend built for teams that need authentication, player data, inventory, currency, statistics, leaderboard, content, multiplayer, CloudScript, dashboard tools, and LiveOps workflows in one practical system.
The project is designed around reusable game backend modules. Your client talks to GearN through HTTP and socket APIs, while admins and operators use the dashboard to inspect data, support players, adjust content, and control production behavior.
Project Snapshot

| Runtime | Node.js |
| Language | TypeScript |
| Database | MongoDB |
| Transport | HTTP and Socket.IO |
| Operation | Dashboard and APIs |
Understand
Learn what GearN is, why it exists, and how its core entity model works.
Install
Set up the server, review configuration, and prepare the runtime environment.
Operate
Use the dashboard, manage permissions, inspect data, and run LiveOps safely.
How GearN Fits Together
Unity, Cocos Creator, JavaScript, TypeScript, Java, C#, or another client calls GearN APIs.
Validates requests, applies permission rules, runs services, stores data, and sends socket events.
Persists player identity, game profiles, characters, groups, inventory, content, logs, and leaderboard data.
Gives admins and operators a controlled way to inspect, configure, and support live game data.
Client Direction
GearN is backend-first. A client can integrate as long as it can call HTTP APIs, keep auth tokens safely, and connect to socket events when realtime behavior is needed.
Good default path for Unity game projects.
Useful for TypeScript-heavy client workflows.
Web, mobile, server tools, and custom clients can integrate through HTTP and socket protocols.
Core Backend Modules
| Module | Purpose | Typical Use |
|---|---|---|
| Authenticate | Login, register, refresh token, and link external identity providers. | Custom ID login, account login, Google, Apple, Game Center, Facebook, and device identity. |
| Player Entities | Manage MasterPlayer, GamePlayer, and CharacterPlayer data. | Profiles, progression, account data, characters, friends, groups, bans, and player state. |
| Inventory | Store owned items, item metadata, amount, ownership, tags, and statistics. | Items, rewards, equipment, consumables, fragments, and collection systems. |
| StoreInventory | Define store items, prices, purchase validation, and store usage logs. | Soft currency shops, premium purchases, IAP validation, grants, and purchase history. |
| Content | Store remote content data and uploaded files used by gameplay and operations. | Remote config, live tuning, event data, balance tables, and content delivery. |
| CloudScript | Run game-specific backend logic without moving that logic into the client. | Reward flows, validation, automation, server callbacks, and controlled custom behavior. |
Recommended Reading Path
- Start with What Is GearN to understand the product scope.
- Read Concept before designing player, character, group, or inventory data.
- Use Server Setup to run GearN locally.
- Open REST API References when implementing real client calls.
- Review Permission Rules before exposing operations to client or admin roles.
Production Checklist
- Separate development, staging, and live game environments.
- Keep secrets, database URLs, and third-party keys outside client builds.
- Configure permission rules before giving dashboard or API access to operators.
- Prepare backups, monitoring, logs, and deployment rollback before real players arrive.
- Load test important login, inventory, leaderboard, and socket flows with your own game data.