# Inside the Tech That Powers Dream Cricket's Multiplayer Experience

DevFeed: [Inside the Tech That Powers Dream Cricket's Multiplayer Experience](<https://devfeed.tech/articles/inside-the-tech-that-powers-dream-cricket-s-multiplayer-experience-22623.md>)

Original publisher: [Read original article](<https://medium.com/dreamlockerroom/inside-the-tech-that-powers-dream-crickets-multiplayer-experience-7922a41af559?source=rss----5c7a7f580b01---4>)

Author: Dream Blog

Published: 2025-12-13T07:38:59Z

Content type: article

Language: en

Sources: [Dream11 Engineering](<https://devfeed.tech/sources/dream11-engineering.md>)

Topics: [Kubernetes](<https://devfeed.tech/topics/kubernetes.md>), [cloud-infrastructure](<https://devfeed.tech/topics/cloud-infrastructure.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [Server](<https://devfeed.tech/topics/server.md>)

Tags: [architecture](<https://devfeed.tech/tags/architecture.md>), [cloud](<https://devfeed.tech/tags/cloud.md>), [cricket](<https://devfeed.tech/tags/cricket.md>), [deploy](<https://devfeed.tech/tags/deploy.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [game-servers](<https://devfeed.tech/tags/game-servers.md>), [games](<https://devfeed.tech/tags/games.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [high-performance](<https://devfeed.tech/tags/high-performance.md>), [infrastructure](<https://devfeed.tech/tags/infrastructure.md>), [kubernetes](<https://devfeed.tech/tags/kubernetes.md>), [latency](<https://devfeed.tech/tags/latency.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [production](<https://devfeed.tech/tags/production.md>), [scale](<https://devfeed.tech/tags/scale.md>), [tech](<https://devfeed.tech/tags/tech.md>)

## AI overview

This article describes how Dream Cricket scaled its multiplayer infrastructure after a simple queue and fixed server pool could no longer handle growing adoption and large-scale events. It discusses challenges including peak matchmaking delays, unfair pairings, idle capacity, risky rollouts, and limited operational visibility, then outlines a design using Open Match, Agones, Kubernetes, and a health and latency service.

## Source excerpt

By Vaibhav Naik Every great game starts with great tech -- and great people behind it. If you're passionate about crafting seamless, high-performance gaming experiences that bring players closer to the sport they love, we'd love to have you on our team. Explore our open roles at Dream Cricket. Why Multiplayer Matters on Dream Cricket We've always believed that the best games are the ones that bring people together. And that's exactly what multiplayer on Dream Cricket does -- it turns gaming from a solo challenge into a shared moment. The banter, the thrill of a close finish, the satisfaction of a fair match -- that's what keeps players coming back. Over the years, as our player base grew and expectations rose, we knew our multiplayer system needed to be scaled. It had to be faster. Fairer. The kind of system that doesn't break under pressure, whether it's lakhs of players logging in during a live event or two friends battling it out over spotty mobile data. This blog is our story of getting there. It's about how we rethought everything, from how we match players to how we run thousands of servers all at once. You'll get a look at the roadblocks we hit, the calls we had to make, and how open-source tech like Open Match and Agones helped us build something truly scalable. Building for the Next Era of MultiplayerThe Challenge Our initial multiplayer setup used a simple queue and a fixed pool of servers, which worked well. As adoption grew and large-scale events became frequent, the system was unable to manage the load. We had to move from basic matchmaking to skill-based fairness, surge handling, safe releases, and cloud portability. And as we scaled, familiar pain points surfaced: High P95 time-to-match at peak; cancellations rose Unfair pairings in upper tiers; noticeable re-matches Idle server waste off-peak; slow warm-up during spikes Risky rollouts without clean canaries; limited on-call visibility The challenge was clear: we needed to decouple matchmaking logic from