I'm particularly encouraged here by the tools and approaches chosen — Redis for matchmakers, ClickHouse for analytics/logs, Rust for speedy backend operations were tools I eventually came upon as best for the job after a long and painful process of iteration with inappropriate cloud dev tooling (with basically any datastore other than Redis you will run in to issues matchmaking).
High traffic/concurrency in matchmaking is a hard problem when you need fast, consistent matches. Existing industrial-sized matchmakers (Google's OSS OpenMatch, AWS GameLift, etc.) require locking in to a very specific format or spinning up an entire K8S cluster, which for game devops teams already stretched thing is a tall ask). And for all that effort, you may discover the performance characteristics of their approaches aren't what you need, or (as has happened to us with different game web service/API/middleware providers) they may choose to abruptly deprecate the service upon which you built.
Appreciate the dedication to making this available and the focus on helping gamedevs get up and running as fast as possible. Looking forward to playing around with Rivet and seeing where it might fit in our stack — & would love to talk shop on this with anyone since I've been tortured by / interested in these problems while trying to simultaneously run a game studio / make new games / keep everything online the last few years!