- 1 application
- 10 monthly active users
- Google, Facebook, Apple, Steam
- JWT access + refresh tokens
- Community support
Stop building auth.
Start shipping games.
Oathwall handles the OAuth complexity so you don't have to. No backend to run, no client secrets in your build. Your players get in fast — you ship the game.
// Free plan, forever. No credit card required.
public class LoginManager : SsoClientBase{ // UI button → one line. Opens the hosted // Google sign-in in the system browser. public void OnLoginButton() => StartLogin("google"); protected override void OnLoginSuccess(LoginResult user) { Debug.Log($"Welcome, {user.name}! 🎮"); // user.id · user.email · user.provider }}public class LoginManager : SsoClientBase{ // Sign in with Apple — required on iOS. // Deep link back into the game is automatic. public void OnLoginButton() => StartLogin("apple"); protected override void OnLoginSuccess(LoginResult user) { Debug.Log($"Welcome, {user.name}! 🎮"); // user.id · user.email · user.provider }}public class LoginManager : SsoClientBase{ // Steam OpenID — no email, no password, // players sign in with their Steam account. public void OnLoginButton() => StartLogin("steam"); protected override void OnLoginSuccess(LoginResult user) { Debug.Log($"Welcome, {user.name}! 🎮"); // user.id · user.email · user.provider }}You didn't sign up to write auth code.
But here you are, 3 hours deep in Google's OAuth 2.0 docs at 2am.
OAuth is deceptively complex
State management, PKCE flows, token rotation, silent refresh — it's a lot of boilerplate for something every app needs.
Client secrets don't belong in game builds
Hardcoding secrets in a Unity build means anyone with a decompiler can extract them. Auth needs a backend — use ours.
Auth is not your game
Every hour debugging OAuth scopes is an hour not spent on mechanics, art, or levels. Your login screen isn't what players paid for.
Three steps. Seriously.
From zero to working auth in under ten minutes.
Create your app
Sign in to the dashboard, create an app. You'll get an appKey, configure your platform redirect schemes, and you're done with setup.
Connect providers
Paste in your credentials for any of the 10 supported providers. We validate, encrypt, and handle all the OAuth implementation.
Call the API
Redirect, consume ticket, get tokens. Three API calls — that's the entire auth flow.
Everything auth. Nothing else.
We didn't pad the feature list. This is exactly what a game needs.
Unified SSO
One auth system for all your games. New project? Same infrastructure, same dashboard, same users — no rebuilding from scratch.
User Management
See who's playing, ban bad actors, reactivate accounts — from a dashboard, not a SQL console.
Real-time Analytics
Daily active users, logins by provider, 7-day charts. Enough signal to understand your players without drowning in metrics.
Session Control
Track active sessions across devices and revoke them with one click. 30-day rolling refresh token rotation, built in.
Mobile & Desktop
iOS Universal Links, Android App Links, deeplinks, custom URL schemes — everything the App Store and Play Store expect.
API-First
RESTful API, ticket-based auth, automatic token management. If it can make an HTTP request, it can use Oathwall.
Start free. Scale when you need to.
No lock-in, no surprises. Upgrade when your player count does.
Oathwall is currently available through the Unity Asset Store. Direct billing from the dashboard is temporarily disabled — it'll be back soon.
- 10 applications
- 1,000 monthly active users
- Google, Facebook, Apple, Steam
- JWT access + refresh tokens
- Session management & revocation
- Real-time analytics dashboard
- Priority email support
Enterprise
Tailored solutions for large-scale products and teams.
- Unlimited applications
- Unlimited monthly active users
- All providers + custom SAML/OIDC
- Advanced session analytics
- SLA guarantee (99.99% uptime)
- Dedicated Slack channel
- Custom contracts & invoicing
Secure by default, not by checkbox.
Active from day one. No configuration needed.
Guides, glossary, and honest comparisons.
Practical, code-first resources for adding player login to your game — written by the people building Oathwall, tested against real provider setups.
OAuth Login Without an SDK: The REST Flow for Any Game Engine
Oathwall's Unity SDK just wraps a plain HTTP flow. Here's the exact REST and deep-link contract so you can add social login to Godot, Unreal, or any engine yourself.
6 min readGuidesGodot OAuth Login: Add Social Sign-In With Oathwall
There's no Godot SDK for Oathwall, but its login flow is plain HTTP. Here's how to add Google, Discord, or Steam sign-in to a Godot 4 game with real GDScript.
5 min readGuidesHow to Add Login to Your Unity Game
A start-to-finish guide to adding player login in Unity: enable a provider, drop in the C#, and test the whole flow in the browser before you build. No backend.
4 min readGuidesCross-Platform Login in Unity (iOS, Android, PC, WebGL)
One login that works on iOS, Android, desktop, and WebGL. The per-platform gotchas — deep links, verified links, and the browser limits — and how to ship the same code everywhere.
4 min readGuidesDiscord OAuth Login in Unity
Add Discord login to a Unity game with OAuth2 — no backend, no client secret in the build. Real C#, the identify/email scopes, and the unverified-email gotcha.
3 min readGuidesNever Ship OAuth Client Secrets in Your Unity Build
A client secret in your Unity build is extractable in minutes and public the moment you ship. Here's why it happens, what an attacker can do with it, and how to keep it off the build.
4 min read