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A match ends when your game’s server says so. The server decides how it went for every player: a win, a loss, a draw, or leaving early. Summer records that result once and moves ratings on a ranked queue. Each player sees their own outcome, and the server closes the match so everyone goes back to your menu.

Games like this

Counter-Strike, Valorant

A whole team wins or loses together.

Chess.com

Win, loss or draw, with your rating change right after.

Among Us

One side wins, and everyone sees how it ended.

Rocket League

Leaving a match early is recorded, not forgotten.
Every match needs an ending, including “everyone else left”. If your game has a results screen, a winner, or a rating that moves, this is the page for you.

What your players get

Four steps: the server decides every player's outcome, Summer records it once, each player sees their own result and rating change, and the match closes. Four steps: the server decides every player's outcome, Summer records it once, each player sees their own result and rating change, and the match closes.
1

The match ends

Your server decides the outcome for every player in the match, including players who already left. They count as having abandoned it.
2

Summer records it once

Summer stores the result and, on a ranked queue, moves every player’s rating. If your server sends the same result again, for example after a network hiccup, Summer keeps the first one and never counts it twice.
3

Each player sees their result

Every player gets their own outcome straight away, and their new rating as soon as Summer has saved it. Players only ever receive their own numbers.
4

The match closes

After your results screen, the server closes the match and players go back to your menu, ready to play again.
Your game decides what the results screen looks like and how long it stays up. Summer handles recording the result, updating ratings and delivering each player’s numbers to them.

Pick your setup

Winner takes all

One player wins, such as the first to collect ten coins or the last one standing, and everyone else loses. Good for free-for-all modes and duels.

End my match with a winner. The server picks the winner, everyone sees the result, and the match closes.

Team wins

On a team queue, every member of a team gets the same outcome. Summer scores the teams it formed, so a ranked team match moves everyone’s rating together. Every player on Team 0 wins and every player on Team 1 loses; a Team 1 player who left early is recorded as abandoned. Every player on Team 0 wins and every player on Team 1 loses; a Team 1 player who left early is recorded as abandoned.

End my team match. The winning team wins together, the other team loses together.

Draws and players who leave

A match can end in a draw for everyone, such as a timer running out with the score tied. A player whose connection drops keeps their seat for a short time so they can come back. A player who leaves for good still gets an outcome, recorded as abandoned, so the result always covers everyone who played.

Handle draws and early leavers. Tied matches end in a draw; players who quit count as abandoned.

Matches inside a world that keeps running

In a world that keeps running between sessions, a match can end without closing the world. Players who joined just for that match leave, everyone else stays, and the world keeps going.

Not sure which fits?

Plan how my matches end. Your agent reads your project and proposes the endings. No code.

Testing it on your machine

Local Play runs the whole ending on one computer. Your server ends the match and gets test rating changes back, and every game window shows its own result. Real rating changes appear in a hosted game. Under Local Play, players also stay connected after the match closes until they leave, so drive your results screen from the result itself, not from the disconnect. The results feed Ratings and leaderboards.
Does this not help you? Reach out on Discord!