Best Practices

Best practices for running Agones in production.


Running Agones in production takes consideration, from planning your launch to figuring out the best course of action for cluster and Agones upgrades. On this page, we’ve collected some general best practices. We also have cloud specific pages for:

If you are interested in submitting best practices for your cloud prodiver / on-prem, please contribute!

Separation of Agones from GameServer nodes

When running in production, Agones should be scheduled on a dedicated pool of nodes, distinct from where Game Servers are scheduled for better isolation and resiliency. By default Agones prefers to be scheduled on nodes labeled with and tolerates the node taint If no dedicated nodes are available, Agones will run on regular nodes. See taints and tolerations for more information about Kubernetes taints and tolerations.

If you are collecting Metrics using our standard Prometheus installation, see the installation guide for instructions on configuring a separate node pool for the taint.

See Creating a Cluster for initial set up on your cloud provider.

Redundant Clusters

Allocate Across Clusters

Agones supports Multi-cluster Allocation, allowing you to allocate from a set of clusters, versus a single point of potential failure. There are several other options for multi-cluster allocation:


You should consider spreading your game servers in two ways:

  • Across geographic fault domains (GCP regions, AWS availability zones, separate datacenters, etc.): This is desirable for geographic fault isolation, but also for optimizing client latency to the game server.
  • Within a fault domain: Kubernetes Clusters are single points of failure. A single misconfigured RBAC rule, an overloaded Kubernetes Control Plane, etc. can prevent new game server allocations, or worse, disrupt existing sessions. Running multiple clusters within a fault domain also allows for easier upgrades.

Google Kubernetes Engine Best Practices

Best practices for running Agones on Google Kubernetes Engine (GKE).

Last modified June 21, 2024: Update to indicate ConnectAsync is deprecated (#3866) (2c60194)