Dark fantasy FPS · in dev
A small collective with a strong art vision but no FPS infrastructure. They needed networking, weapons, anti-cheat, and a matchmaking system — production-quality, in 12 months.
Built a server-authoritative shooting layer first. Layered cosmetics, progression, and matchmaking on top in 6-week cycles. Closed beta started at month 7 with 800 testers.
Currently in closed beta. Servers stable at 32 players. Hit-registration within 35ms 95th percentile across continents.
Screenshots are placeholders — drop in real captures once available.
Client predicts, server verifies. Lag-compensated for up to 200ms. No client trust on damage — anti-cheat baked into the core loop.
14 weapons at launch, all share a common stats schema (RPM, spread, recoil pattern). Adding a new weapon is a 4-field config + a model.
Particle systems for muzzle flash, hit feedback, environmental destruction. All client-side for zero perf cost on the server.
"They built the engine room. We just bring the world."
We'd love to chat about your project. Tell us what you're making and we'll come back with a plan.