This is the long version. The short version is: we wanted something better.
The problem
Voice chat for gaming has been the same for well over a decade. The platforms changed, but the experience didn’t. Centralized servers, opaque data practices, features locked behind paywalls that used to be free.
We kept asking “why can’t we just run our own server?” and nobody had a good answer. So we started building one.
One of the earliest GameVox prototypes, before the UI overhaul.
What we believe
A few principles that drive every decision:
- Your voice data is yours. We don’t store recordings, don’t train models on conversations, don’t sell metadata.
- Self-hosting should be a first-class option. Not an afterthought bolted on for enterprise customers.
- Pricing should be honest. No artificial limits on quality, no surprise charges, no bait-and-switch free tiers.
The technical bet
We went with a hybrid architecture. User accounts are centralized for convenience (single sign-on across all servers), but everything else can run on your hardware:
Cloud Layer Self-Hosted Layer
┌──────────────┐ ┌──────────────────┐
│ Auth / SSO │ │ Voice processing │
│ Account sync │ ←── │ Message storage │
│ Server index │ │ File uploads │
└──────────────┘ │ AutoMod config │
│ Permissions │
└──────────────────┘
This means you get the convenience of a managed platform with the control of self-hosting. Pick whichever matters more to you.
Where we are now
GameVox is in open beta. The core is stable, the apps work across every major platform, and communities are already running on it daily. We’re a small team, and we ship fast.
If any of this resonates with you, give it a try. We’d love your feedback.