Where Multiplayer Architectures Quietly Fail

Multiplayer rarely breaks in the demo. It breaks under latency, under concurrent load, under real network conditions your test environment never simulated. We design authoritative and client-hosted networking models matched to the actual session type, not a default picked out of habit.

Every backend integration is scoped around what the game actually needs: a persistent leaderboard doesn't need the same architecture as a real-time competitive match, and treating them the same is where most multiplayer budgets get wasted.

What We Build
  • Real-time multiplayer on Photon Fusion or Photon PUN
  • Mirror Networking for open-source, self-hosted architectures
  • Firebase and PlayFab integration: auth, cloud save, leaderboards
  • Matchmaking systems and dedicated server architecture
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Core Capabilities

Multiplayer Networking, Backend, and Live Systems

Each engagement scopes only the pieces a specific game actually needs.

Real-Time Multiplayer

Photon Fusion and Photon PUN for managed relay and matchmaking infrastructure, or Mirror Networking when a self-hosted, open-source stack is the better fit. We pick the framework based on your latency requirements and hosting budget, not a default.

Firebase & PlayFab Backend

Authentication systems, cloud save, remote config, and player data pipelines built on Firebase or PlayFab, whichever matches your existing infrastructure and platform mix. REST API integration for any third-party service the game needs to talk to.

Matchmaking & Leaderboards

Skill-based and lobby-based matchmaking systems, persistent leaderboards, and dedicated server architecture for competitive titles where server-authoritative logic isn't optional, it's the whole point.

Our Toolset

The Multiplayer & Backend Stack We Build On

Networking
Photon FusionPhoton PUNMirror NetworkingNetcode for GameObjects
Backend Platforms
FirebasePlayFabREST APIs
Player Systems
AuthenticationCloud SaveLeaderboardsMatchmaking
Engine
Unity EngineC# / .NETDedicated Servers
Built By a Studio That Ships

Production Discipline, Proven on Our Own Catalog

We've published 9 real Unity titles on Google Play under our own name, so our production standards, clean C# architecture, load-aware backend calls, honest scoping, are the same discipline whether we're shipping our own game or your multiplayer backend. If a specific multiplayer or backend reference build would help you evaluate us, ask and we'll walk you through our approach directly.

Common Questions

Multiplayer & Backend Development: FAQ

Photon is a managed relay and matchmaking service (Fusion and PUN are its two Unity SDKs): you pay for hosted infrastructure and get fast setup with less server management. Mirror is free and open-source, but you host and manage the server yourself. We help you choose based on latency needs, expected concurrent users, and hosting budget.
Yes, when the game needs server-authoritative logic, competitive titles, anything with anti-cheat requirements, or persistent world state, we architect and build dedicated servers rather than relying purely on client-hosted networking.
Yes. Backend integration into an already-built game is one of our most common engagements: authentication, cloud save, leaderboards, and remote config added to a codebase we didn't originally write.
It depends heavily on session model and expected concurrency. A basic real-time multiplayer layer on top of an existing game starts in the enterprise tier of our pricing given the architecture and load-testing involved; every quote follows a free scoping conversation, not a flat guess.

Have a multiplayer or backend project in mind?

Tell us what you're building and we'll come back with a scoped plan, not a sales pitch.