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Solution

Multiplayer&Realtime

Live, synced experiences that stay in step for every player, in every room.

From £12,000Indicative. Every project is quoted to scope.

We build the netcode and infrastructure behind real-time apps and games, from presence indicators to authoritative multiplayer servers. Expect honest latency figures and a design that holds up as concurrent users grow.

What we do

Multiplayer game netcode

Authoritative servers with client prediction and reconciliation, so movement and actions feel fair under real network conditions. We tune for your genre rather than force a generic model.

Presence and rooms

Live cursors, typing indicators, room membership and shared state, kept consistent across clients with conflict handling you can reason about.

Scaling and observability

We load test to a target concurrency, shard busy rooms horizontally, and wire up metrics so you can see latency and drop rates before your users do.

Where it fits

Use cases.

Games and apps where several users share one live stateTeams adding presence, rooms or live collaboration to a productStudios needing fair play backed by an authoritative serverBusinesses expecting concurrency they need the system to scale to

Authoritative servers

The server holds the true state and validates every action, so clients cannot simply assert an outcome. This keeps play fair and makes cheating far harder.

Rooms and presence

Players and users join rooms, see who else is there and watch changes appear live. Presence and shared state stay consistent as people come and go.

Scaling under load

We design the netcode and infrastructure to hold up as concurrent users grow. Load is spread across servers so busy periods do not bring the experience down.

Capabilities

Everything it covers.

  • Custom netcode for real-time state
  • Authoritative server model
  • Rooms and matchmaking
  • Live presence and shared state
  • Reconnection and state recovery
  • Latency handling and interpolation
  • Horizontal scaling across servers
  • Monitoring of connections and performance

Typical timeline

A working real-time foundation commonly takes 8 to 14 weeks, with scaling and hardening continuing beyond first launch.

How scope works

We agree expected concurrency and latency targets up front, as these drive the architecture. Realtime systems need load testing before launch, which we build into the plan.

From £12,000

How we work

Four steps, no surprises.

01

Scope

We map the goal, the constraints and the risks, and agree a fixed brief before anything starts.

02

Design

Interfaces, architecture and the plan, reviewed with you before a line of code is written.

03

Build

Type-safe, tested delivery in short increments you can see and steer.

04

Launch & care

We ship, hand over everything, and keep it running if you want us to.

What you get

Deliverables

  • Authoritative real-time server with reconnection handling
  • Presence, rooms and shared-state APIs
  • Client SDK for web and mobile
  • Load-test report against a stated concurrency target
  • Latency and error dashboards

Tools & technology

  • Netcode
  • WebSockets
  • Presence
  • Rooms

Outcomes

What you can expect.

All participants see a consistent, up-to-date shared state

Fairness is enforced by the server rather than trusted to clients

The system is designed to hold up as concurrency grows

Dropped connections recover instead of breaking the session

Questions

Good to know.

How long does Multiplayer & Realtime take?

Timelines depend on scope. Most engagements run from a few weeks to a few months, and you get a firm estimate after a short scoping call.

How is it priced?

From £12,000 is an indicative starting point. Every project is quoted to the scope we agree, with no surprises later.

Do we own what you build?

Yes. You own the source code, the design files and the accounts. There is no lock-in.

Do you maintain it after launch?

We can. Hosting, monitoring and updates are available as an ongoing plan, or we hand over cleanly to your team.

Start a project

Let'sbuildyourmultiplayer&realtime.