Multiplayer & Live Ops.
Server-authoritative multiplayer, matchmaking, and the live ops infrastructure that keeps players online past the first weekend.
Problems we solve
- —Peer-to-peer architecture that breaks under real player counts
- —Matchmaking bolted on six months after the game shipped
- —Live ops running from spreadsheets — events manually fired, data nowhere
Approach
How we run a multiplayer project.
- 01
Server-authoritative from day one
Client sends intent, server decides outcome. Built in from the start.
- 02
Matchmaking that holds
Region-aware, skill-balanced, lobby-based — sized to handle 10x expected load on launch day.
- 03
Live ops loop you can run
Season structure, event cadence, and analytics wired up so your team can operate without us.
Stack we reach for
The only page on the site where stack appears. Tools are means; the system is the goal.
- Node.js
- Colyseus
- Cloudflare Durable Objects
- Redis
- WebSockets
- Nakama
Common questions
What people ask before they book a call.
- What does server-authoritative multiplayer mean?
- The client sends intent — a direction, an action — and the server decides the outcome. Nobody can cheat by modifying their client. It is the correct architecture for any competitive or social game, and it is significantly harder to retrofit after launch than to build from the start.
- Which multiplayer frameworks do you use?
- Colyseus and Nakama for most projects. Colyseus for lightweight real-time sessions, Nakama for projects that need accounts, matchmaking, leaderboards, and live ops in one system. We choose based on the game's session model, not familiarity.
- Can you add multiplayer to an existing single-player game?
- Yes, but the architecture audit comes first. Peer-to-peer games and games built with client authority require partial rearchitecting before multiplayer is stable under real player counts. We scope that work honestly before agreeing to a timeline.
- What is live ops and do you handle it?
- Live ops is the infrastructure that lets your team run events, push seasonal content, and adjust game balance after launch without deploying new builds. We wire the live ops loop into the project — your team runs it, not us.
- How many concurrent players can the infrastructure handle?
- That depends on session design. We architect and load-test for the player counts in your roadmap, not a theoretical maximum. A 1,000-player battle royale and a 4-player co-op game are different infrastructure problems.