Building something new

Multiplayer Games
That Run Anywhere

High-performance multiplayer games built for the modern browser. Accessible instantly via URL.

TS Strict Mode
ECS Architecture
WS Real-time
LLM Assisted
What We Do

How We Build

Multiplayer browser games. Strict TypeScript, ECS for game logic, senior engineers armed with AI tooling.

Real-Time Multiplayer

uWebSockets.js on the server, msgpack for binary serialization. Client prediction, server authority, delta compression. The networking actually works.

Browser-Native

PixiJS v8 for rendering, Preact + Signals for UI. Click a link and you're playing. No Steam, no App Store, no waiting.

AI-Augmented Dev

Experienced engineers with a power drill. LLMs handle the boilerplate, we handle the architecture. Small team, big output.

Strict TypeScript

Same language client and server. Shared game logic, zod for runtime validation. Refactoring is safe, onboarding is fast.

ECS Architecture

bitECS for game state. Data-oriented, cache-friendly, and easy to reason about. Same components run on client and server.

Performance First

worker_threads for heavy computation, SQLite for persistence, deterministic simulation with seedrandom. 60fps or bust.

Tech Stack

The Stack

Opinionated choices. Everything in TypeScript, everything typed, everything tested.

Shared

TypeScript bitECS msgpack seedrandom zod

Client

PixiJS v8 Preact Signals Vite

Server

Node.js 22+ uWebSockets.js better-sqlite3 worker_threads

Tooling

pnpm vitest biome

Deploying on Google Cloud

Game servers need to be close to players. GCP's global network and Compute Engine instances let us spin up game rooms in the regions that matter. We're building for scale from day one.

github.com/tlxdev