VIETLUBU GAME ZONE hi@vietlubu.dev

GAME BACKEND STUDIO · TEAM OF 4

The backend half of online games.

Matchmaking, realtime state sync, economy ledgers and live-ops telemetry — built by a four-person team that ships it and stays on call for it.

What we're building

Abstract dark navy illustration of glowing cyan nodes converging on a central relay hub

Kite Relay

IN PROGRESS

Authoritative realtime layer. 30–60 Hz state sync through a regional WebSocket edge relay, client prediction with server reconciliation, and a failure domain per match so one bad room can't take a shard with it.

UDP/WS relay · regional placement · rollback-friendly

Abstract dark navy illustration of glowing cyan lines pairing scattered player points into balanced groups

Kite Match

IN PROGRESS

Matchmaking and lobby service. Rating and latency-aware pools, party and region constraints, then automated backfill so a lobby never sits half-empty while a queue drains.

MMR pools · party queues · bot backfill

Abstract dark navy illustration of a glowing cyan transactional ledger of stacked translucent blocks chained by light

Kite Vault

CONCEPT

Player identity and economy. One idempotent transactional ledger behind wallets, inventories and entitlements; every grant, spend and refund is replayable, which is the cheapest way to survive a dupe exploit.

idempotent ledger · entitlements · audit trail

Abstract dark navy illustration of floating translucent cyan dashboards and latency graphs in a dim operations room

Kite Ops

CONCEPT

Live-ops console. CCU, tick time and p99 latency per region, session replay for bug reports, feature flags and config hot-push without shipping a client patch.

telemetry · session replay · feature flags

What we build

  • Realtime netcode Tick-based authoritative servers, WebSocket/UDP edge relay, per-room failure domains.
  • Matchmaking & progression Rating and pooling, party and region rules, backfill, seasonal resets.
  • Identity, inventory & economy Idempotent transactional ledger, entitlements, refunds, fraud and dupe audit trails.
  • Live-ops & observability Per-region CCU/tick/latency telemetry, session replay, feature flags, load-test harnesses.

Four engineers, one job

We're a four-person team building the server side of online games: sessions, matchmaking, authoritative state, economy and the telemetry that tells you when any of it is about to fall over. No client art, no marketing work — just what runs behind the login screen.

We work as an embedded backend team on short engagements, in your cloud or ours. Whoever writes a service is the one on call for it.

Tell us what you're building

Mail your CCU target and target platforms; we'll reply with scope and a rough cost per region.

hi@vietlubu.dev