SYSTEM ONLINE // BUILDING SOMETHING NEW

Multiplayer Games That Run Anywhere

We build multiplayer games that run in the browser. Send someone a URL and they're playing.

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TS Strict Mode
ECS Architecture
WS Real-time
LLM AI-Assisted

How We Build

TypeScript on both ends, ECS for game state, AI tooling to move faster with fewer people.

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Real-Time Multiplayer

uWebSockets.js for transport, msgpack for serialization. Client prediction and server authority keep things in sync, with delta compression on top.

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Browser-Native

PixiJS v8 handles rendering, Preact + Signals handle the UI layer. Players join through a URL, no downloads or store pages involved.

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AI-Augmented Dev

We use LLMs to write the repetitive parts and spend our time on architecture and systems design. Two people shipping what used to take ten.

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Strict TypeScript

One language across client and server. Game logic is shared directly, and zod validates at the boundaries.

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ECS Architecture

bitECS manages all game state. Components and systems are shared between client and server, so the simulation runs identically on both.

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Performance First

Heavy work runs on worker_threads, state persists in SQLite, and seedrandom keeps the simulation deterministic across clients. Targeting 60fps.

The Stack

Fewer dependencies, all TypeScript, tested with vitest.

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

Latency matters for multiplayer, so game rooms run on GCP Compute Engine in regions close to players. The infrastructure scales with demand.