Multiplayer browser games. Strict TypeScript, ECS for game logic, senior engineers armed with AI tooling.
uWebSockets.js on the server, msgpack for binary serialization. Client prediction, server authority, delta compression. The networking actually works.
PixiJS v8 for rendering, Preact + Signals for UI. Click a link and you're playing. No Steam, no App Store, no waiting.
Experienced engineers with a power drill. LLMs handle the boilerplate, we handle the architecture. Small team, big output.
Same language client and server. Shared game logic, zod for runtime validation. Refactoring is safe, onboarding is fast.
bitECS for game state. Data-oriented, cache-friendly, and easy to reason about. Same components run on client and server.
worker_threads for heavy computation, SQLite for persistence, deterministic simulation with seedrandom. 60fps or bust.
Opinionated choices. Everything in TypeScript, everything typed, everything tested.
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.