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Case study FPS 2025

Shadowfell

Dark fantasy FPS · in dev

Scripting 3D UI VFX
Client
Shadowfell Collective
Role
Engineering lead
Duration
Ongoing
Team
5 devs
In dev
launching Q4
11 mo
in build
Closed
beta
8
maps
01 · Challenge

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.

02 · Process

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.

03 · Outcome

Currently in closed beta. Servers stable at 32 players. Hit-registration within 35ms 95th percentile across continents.

In-game

What it looks like.

Screenshots are placeholders — drop in real captures once available.

Systems we built

Inside the build.

01

Server-authoritative shooting

Client predicts, server verifies. Lag-compensated for up to 200ms. No client trust on damage — anti-cheat baked into the core loop.

02

Weapon system

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.

03

VFX & feedback

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."
— Astra · Shadowfell
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