Kite Relay
IN PROGRESSAuthoritative 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.
GAME BACKEND STUDIO · TEAM OF 4
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.
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.
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.
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.
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.
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.
Mail your CCU target and target platforms; we'll reply with scope and a rough cost per region.
hi@vietlubu.dev