# multiplayer

Published articles for multiplayer.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## Sol Protocol Early Access Impressions: A Co-op Action Roguelike with a Promising Foundation

DevFeed: [Sol Protocol Early Access Impressions: A Co-op Action Roguelike with a Promising Foundation](<https://devfeed.tech/articles/sol-protocol-early-access-impressions-a-sol-id-foundation-41429.md>)

Original publisher: [Read original article](<https://www.uploadvr.com/sol-protocol-impressions/>)

Author: James Galizio

Published: 2026-09-17T20:28:19Z

Content type: article

Language: en

Sources: [UploadVR](<https://devfeed.tech/sources/uploadvr.md>)

Topics: [multiplayer](<https://devfeed.tech/topics/multiplayer.md>)

Tags: [map](<https://devfeed.tech/tags/map.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [space](<https://devfeed.tech/tags/space.md>), [teamwork](<https://devfeed.tech/tags/teamwork.md>), [vr-gaming](<https://devfeed.tech/tags/vr-gaming.md>), [warp](<https://devfeed.tech/tags/warp.md>)

### AI overview

Sol Protocol is a co-op action roguelike set in space. Players work together aboard a ship and during zero-gravity exploration to gather resources, upgrade systems, and fight enemies. The game has a promising co-op foundation, though its current gameplay loop is simple and limited in scope.

### Source excerpt

Sol Protocol in Early Access on Quest has a good foundation of co-op teamwork and exploration, but the limited scope has a lot of room for growth.

## Squingle Arcade Is Available Now For Free On PC VR

DevFeed: [Squingle Arcade Is Available Now For Free On PC VR](<https://devfeed.tech/articles/squingle-arcade-is-available-now-for-free-on-pc-vr-17308.md>)

Original publisher: [Read original article](<https://www.uploadvr.com/squingle-arcade-available-now-on-pcvr/>)

Author: Mike Johnson

Published: 2026-09-10T00:14:39Z

Content type: news

Language: en

Sources: [UploadVR](<https://devfeed.tech/sources/uploadvr.md>)

Topics: [arcade](<https://devfeed.tech/topics/arcade.md>), [Mazes](<https://devfeed.tech/topics/maze.md>), [pc](<https://devfeed.tech/topics/pc.md>)

Tags: [free](<https://devfeed.tech/tags/free.md>), [leaderboards](<https://devfeed.tech/tags/leaderboards.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [orbs](<https://devfeed.tech/tags/orbs.md>), [pc](<https://devfeed.tech/tags/pc.md>), [puzzle](<https://devfeed.tech/tags/puzzle.md>), [vr-gaming](<https://devfeed.tech/tags/vr-gaming.md>)

### AI overview

Squingle Arcade, a free-to-play quickplay version of the fluid-maze puzzle game Squingle, is now available on SteamVR and Quest. It includes more than 60 levels, asynchronous multiplayer, ghost racing, leaderboards, and scalable mazes.

### Source excerpt

Squingle Arcade, the follow up to the original fluid-maze-navigating puzzle game Squingle, is out now for PC VR.

## Puzzling Places 5-Year Birthday Update Includes Weekly Puzzles & A Guest Pass

DevFeed: [Puzzling Places 5-Year Birthday Update Includes Weekly Puzzles & A Guest Pass](<https://devfeed.tech/articles/puzzling-places-5-year-birthday-update-includes-weekly-puzzles-a-guest-pass-17300.md>)

Original publisher: [Read original article](<https://www.uploadvr.com/puzzling-places-5-year-birthday-update-includes-weekly-puzzles-a-guest-pass/>)

Author: Mike Johnson

Published: 2026-09-04T23:12:48Z

Content type: news

Language: en

Sources: [UploadVR](<https://devfeed.tech/sources/uploadvr.md>)

Topics: [3D](<https://devfeed.tech/topics/3d.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [feature](<https://devfeed.tech/tags/feature.md>), [features](<https://devfeed.tech/tags/features.md>), [free](<https://devfeed.tech/tags/free.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [new-features](<https://devfeed.tech/tags/new-features.md>), [news](<https://devfeed.tech/tags/news.md>), [releases](<https://devfeed.tech/tags/releases.md>), [update](<https://devfeed.tech/tags/update.md>), [vr-gaming](<https://devfeed.tech/tags/vr-gaming.md>)

### AI overview

Puzzling Places marks its five-year anniversary with a weekly free puzzle initiative, a multiplayer guest pass, and mixed-reality improvements. The update is initially limited to Quest for some features and is available across several VR platforms.

### Source excerpt

Puzzling Places celebrates five years with a new update including a free weekly puzzle, a guest pass system for multiplayer, and refinements in its mixed reality integration.

## Ubisoft debuts Player Council platform to expand early game development feedback

DevFeed: [Ubisoft debuts Player Council platform to expand early game development feedback](<https://devfeed.tech/articles/ubisoft-debuts-player-council-platform-to-expand-early-game-development-feedback-15083.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/ubisoft-debuts-player-council-platform-to-expand-early-game-development-feedback>)

Author: Bryant Francis

Published: 2026-08-26T15:50:50Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [communication](<https://devfeed.tech/tags/communication.md>), [development-process](<https://devfeed.tech/tags/development-process.md>), [external](<https://devfeed.tech/tags/external.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gamescom](<https://devfeed.tech/tags/gamescom.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [platform](<https://devfeed.tech/tags/platform.md>), [play](<https://devfeed.tech/tags/play.md>), [projects](<https://devfeed.tech/tags/projects.md>), [prototype](<https://devfeed.tech/tags/prototype.md>), [prototypes](<https://devfeed.tech/tags/prototypes.md>)

### AI overview

Ubisoft has launched The Player Council, a platform that invites players to provide feedback on early concepts, prototypes, and live experiences. The initiative is intended to involve players before games reach the first playable prototype stage and includes projects such as Codename Split Point and Codename Rook.

### Source excerpt

Player Council members will be invited to test 'early concepts, prototypes, and live experiences.'

## Introducing Delta

DevFeed: [Introducing Delta](<https://devfeed.tech/articles/introducing-delta-13504.md>)

Original publisher: [Read original article](<https://zed.dev/blog/introducing-delta>)

Author: Nathan Sobo

Published: 2026-08-12T00:00:00Z

Content type: release

Language: en

Sources: [Zed Industries - Blog](<https://devfeed.tech/sources/zed-industries-blog.md>)

Topics: [coding](<https://devfeed.tech/topics/coding.md>), [App](<https://devfeed.tech/topics/app.md>), [real-time](<https://devfeed.tech/topics/real-time.md>), [Git](<https://devfeed.tech/topics/git.md>), [Software](<https://devfeed.tech/topics/software.md>), [Code](<https://devfeed.tech/topics/code.md>)

Tags: [agent](<https://devfeed.tech/tags/agent.md>), [agents](<https://devfeed.tech/tags/agents.md>), [build](<https://devfeed.tech/tags/build.md>), [coding](<https://devfeed.tech/tags/coding.md>), [developers](<https://devfeed.tech/tags/developers.md>), [git](<https://devfeed.tech/tags/git.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [review](<https://devfeed.tech/tags/review.md>), [software](<https://devfeed.tech/tags/software.md>), [team](<https://devfeed.tech/tags/team.md>)

### AI overview

Zed introduces Delta, a private-beta multiplayer environment for coding with agents and reviewing their work. Delta connects code, conversations, worktrees, and real-time collaboration through DeltaDB while remaining compatible with existing Git repositories.

### Source excerpt

A multiplayer environment for coding with agents, from the creators of Zed.

## Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation

DevFeed: [Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation](<https://devfeed.tech/articles/gamification-2-0-beyond-points-and-badges-designing-for-players-not-metrics-chapter-5-implementation-9080.md>)

Original publisher: [Read original article](<https://uxmag.com/articles/gamification-2-0-beyond-points-and-badges-designing-for-players-not-metrics-chapter-5-implementation>)

Author: Montgomery Singman

Published: 2026-06-09T03:26:13Z

Content type: tutorial

Language: en

Sources: [UX Magazine](<https://devfeed.tech/sources/ux-magazine.md>)

Topics: [implementation](<https://devfeed.tech/topics/implementation.md>), [User experience (UX)](<https://devfeed.tech/topics/ux.md>), [App](<https://devfeed.tech/topics/app.md>)

Tags: [app](<https://devfeed.tech/tags/app.md>), [building](<https://devfeed.tech/tags/building.md>), [complex-systems](<https://devfeed.tech/tags/complex-systems.md>), [core](<https://devfeed.tech/tags/core.md>), [creative](<https://devfeed.tech/tags/creative.md>), [design](<https://devfeed.tech/tags/design.md>), [expression](<https://devfeed.tech/tags/expression.md>), [games](<https://devfeed.tech/tags/games.md>), [implementation](<https://devfeed.tech/tags/implementation.md>), [interface](<https://devfeed.tech/tags/interface.md>), [leaderboard](<https://devfeed.tech/tags/leaderboard.md>), [loops](<https://devfeed.tech/tags/loops.md>), [management](<https://devfeed.tech/tags/management.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [puzzle](<https://devfeed.tech/tags/puzzle.md>), [rpg](<https://devfeed.tech/tags/rpg.md>), [sandbox](<https://devfeed.tech/tags/sandbox.md>), [simulation](<https://devfeed.tech/tags/simulation.md>), [strategy](<https://devfeed.tech/tags/strategy.md>), [ux](<https://devfeed.tech/tags/ux.md>)

### AI overview

This chapter presents a practical framework for implementing Gamification 2.0. It recommends choosing a dominant game genre that matches an app's core activities, aligning that genre with user psychology, and designing satisfying intrinsic interaction loops before adding points, badges, or other extrinsic rewards.

### Source excerpt

Part 5 of the "Gamification Series." A framework for developers: from theory to practice Everything I've outlined so far is meaningless if you can't apply it. So let me give you a practical framework for actually implementing Gamification 2.0. Step 1: Stop copying mechanics; choose a genre Your first question isn't "What gamification mechanics should The post Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation appeared first on UX Magazine.

## Building the Crossplay Board

DevFeed: [Building the Crossplay Board](<https://devfeed.tech/articles/building-the-crossplay-board-39148.md>)

Original publisher: [Read original article](<https://open.nytimes.com/building-the-crossplay-board-6de68c8574f9?source=rss----51e1d1745b32---4>)

Author: The NYT Open Team

Published: 2026-06-08T16:46:30Z

Content type: tutorial

Language: en

Sources: [New York Times](<https://devfeed.tech/sources/new-york-times.md>)

Topics: [Android](<https://devfeed.tech/topics/android.md>), [Development](<https://devfeed.tech/topics/development.md>), [Jetpack Compose](<https://devfeed.tech/topics/jetpack-compose.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>), [ui](<https://devfeed.tech/topics/ui.md>), [screen](<https://devfeed.tech/topics/screen.md>), [real-time](<https://devfeed.tech/topics/real-time.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [android-app-development](<https://devfeed.tech/tags/android-app-development.md>), [asynchronous](<https://devfeed.tech/tags/asynchronous.md>), [code](<https://devfeed.tech/tags/code.md>), [compose](<https://devfeed.tech/tags/compose.md>), [development](<https://devfeed.tech/tags/development.md>), [draggable](<https://devfeed.tech/tags/draggable.md>), [jetpack-compose](<https://devfeed.tech/tags/jetpack-compose.md>), [kotlin](<https://devfeed.tech/tags/kotlin.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [screen](<https://devfeed.tech/tags/screen.md>)

### AI overview

The New York Times Games team describes building the Android game board for Crossplay, a multiplayer word game with a 15x15 grid, draggable tiles, real-time animation, and asynchronous matches. The team used a hybrid architecture: an Android GridLayout with 225 tile Views integrated into surrounding Jetpack Compose UI.

### Source excerpt

How We Made a 15X15 Game Surface Feel at Home on AndriodIllustration by Lehel Kovács By Shafik Quoraishee What Is Crossplay? The New York Times Games team has been building daily puzzles for quite a while: Wordle, Spelling Bee, Connections, The Mini. These are solo games. The player opens them, solves them, and then closes them. This leads to a simple, satisfying experience which delights millions of players a day. Crossplay is an altogether different endeavor. It's the first multiplayer game from NYT Games, and it brings a friend (or a stranger) into the experience with them. So two players, one board, in real time. In Crossplay, players take turns placing letter tiles on a 15x15 grid to form interlocking words, but built for mobile with a focus on speed, fairness, and the back-and-forth tension that compels the player to play one more round. The matches are asynchronous by default. The player makes their move, the opponent gets notified and responds when they're ready. But the board animates as if the players are both sitting at the same table. When we set out to build it, we knew the board would be the hardest part. While the networking, the opponent matching, and the game logic were all challenging work, the board itself which is part of the core game loop was the most difficult piece because of the number of interactions required to make it function correctly, in concert. Since every cell is a potential drop target and every tile is draggable, the board needs to respond instantly to touch *and* animate their opponent's moves *as they happen*. This all must occur on a screen that is a few inches wide. In this post we discuss what it took to get that right on Android. Starting with the Grid One of our first questions was architectural. How should 225 tiles be laid out? Jetpack Compose is the obvious modern choice. But Crossplay's development started before our team had fully migrated to Compose, and the game board had specific requirements that made a pure-Compos

## snakes.run: rendering 100M pixels a second over ssh

DevFeed: [snakes.run: rendering 100M pixels a second over ssh](<https://devfeed.tech/articles/snakes-run-rendering-100m-pixels-a-second-over-ssh-40775.md>)

Original publisher: [Read original article](<https://eieio.games/how-snake>)

Author: Nolen Royalty (eieiogames@gmail.com)

Published: 2026-02-25T00:00:00Z

Content type: article

Language: en

Sources: [eieio.games](<https://devfeed.tech/sources/eieio-games.md>)

Topics: [ssh](<https://devfeed.tech/topics/ssh.md>), [Go Language](<https://devfeed.tech/topics/go-language.md>), [Back end](<https://devfeed.tech/topics/backend.md>), [Text-based user interface](<https://devfeed.tech/topics/tui.md>), [ASCII](<https://devfeed.tech/topics/ascii.md>)

Tags: [backend](<https://devfeed.tech/tags/backend.md>), [go](<https://devfeed.tech/tags/go.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [performance](<https://devfeed.tech/tags/performance.md>), [pixels](<https://devfeed.tech/tags/pixels.md>), [render](<https://devfeed.tech/tags/render.md>), [server](<https://devfeed.tech/tags/server.md>), [ssh](<https://devfeed.tech/tags/ssh.md>), [terminal](<https://devfeed.tech/tags/terminal.md>), [text](<https://devfeed.tech/tags/text.md>), [unicode](<https://devfeed.tech/tags/unicode.md>)

### AI overview

An engineering article explains how snakes.run delivers a massively multiplayer snake game over SSH. It describes server-side frame rendering, a TUI-based game architecture, bandwidth and performance work, and the use of Unicode block elements and terminal colors for smoother graphics.

### Source excerpt

snakes.run is a massively multiplayer snake game that uses the Secure Snake Home (SSH) protocol. It can render 100M pixels a second.

## Introducing Theme Builder

DevFeed: [Introducing Theme Builder](<https://devfeed.tech/articles/introducing-theme-builder-13543.md>)

Original publisher: [Read original article](<https://zed.dev/blog/theme-builder>)

Author: Gaauwe Rombouts

Published: 2026-02-12T00:00:00Z

Content type: release

Language: en

Sources: [Zed Industries - Blog](<https://devfeed.tech/sources/zed-industries-blog.md>)

Topics: [ui](<https://devfeed.tech/topics/ui.md>), [JSON](<https://devfeed.tech/topics/json.md>), [Programming](<https://devfeed.tech/topics/programming.md>)

Tags: [json](<https://devfeed.tech/tags/json.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [themes](<https://devfeed.tech/tags/themes.md>), [ui](<https://devfeed.tech/tags/ui.md>)

### AI overview

Zed introduces Theme Builder, a visual editor for creating code editor themes with interactive live previews, token identification, and export without manually editing JSON files.

### Source excerpt

Create beautiful Zed themes with an interactive live preview.

## 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

## Closing SSE Connections: A Browser Compatibility Deep Dive

DevFeed: [Closing SSE Connections: A Browser Compatibility Deep Dive](<https://devfeed.tech/articles/closing-sse-connections-a-browser-compatibility-deep-dive-37520.md>)

Original publisher: [Read original article](<https://blog.apartment304.com/sse-close-connection/>)

Author: James Heller

Published: 2025-11-20T19:00:00Z

Content type: tutorial

Language: en

Sources: [Apartment 304](<https://devfeed.tech/sources/apartment-304.md>)

Topics: [Server-sent events (SSE)](<https://devfeed.tech/topics/server-sent-events-sse.md>), [JavaScript](<https://devfeed.tech/topics/javascript.md>), [htmx](<https://devfeed.tech/topics/htmx.md>), [HTTP](<https://devfeed.tech/topics/http.md>), [Firefox](<https://devfeed.tech/topics/firefox.md>), [Chrome](<https://devfeed.tech/topics/chrome.md>)

Tags: [ajax](<https://devfeed.tech/tags/ajax.md>), [apartment-304](<https://devfeed.tech/tags/apartment-304.md>), [browser](<https://devfeed.tech/tags/browser.md>), [compatibility](<https://devfeed.tech/tags/compatibility.md>), [custom-software-solutions](<https://devfeed.tech/tags/custom-software-solutions.md>), [devops](<https://devfeed.tech/tags/devops.md>), [devops-engineer](<https://devfeed.tech/tags/devops-engineer.md>), [htmx](<https://devfeed.tech/tags/htmx.md>), [http](<https://devfeed.tech/tags/http.md>), [implementation](<https://devfeed.tech/tags/implementation.md>), [issue](<https://devfeed.tech/tags/issue.md>), [javascript](<https://devfeed.tech/tags/javascript.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [software-architecture](<https://devfeed.tech/tags/software-architecture.md>), [software-development](<https://devfeed.tech/tags/software-development.md>), [software-engineer](<https://devfeed.tech/tags/software-engineer.md>), [sse](<https://devfeed.tech/tags/sse.md>)

### AI overview

This tutorial explains how Server-Sent Events connections can remain open inconsistently across browsers when users navigate away. Using the multiplayer mystery game Whodunit with HTMX as an example, it describes SSE connection tracking and a client-side JavaScript approach for robust cleanup.

### Source excerpt

When browsers leave connections dangling, your app can get stuck waiting for users who are already gone. Let's solve the mystery of closing SSE connections.

## Discord's Powerful Cross-Platform Chat: Ready for Your Game

DevFeed: [Discord's Powerful Cross-Platform Chat: Ready for Your Game](<https://devfeed.tech/articles/discord-s-powerful-cross-platform-chat-ready-for-your-game-236.md>)

Original publisher: [Read original article](<https://discord.com/blog/discords-powerful-cross-platform-chat-ready-for-your-game>)

Author: Sally Huang

Published: 2025-08-13T00:00:00Z

Content type: release

Language: en

Sources: [Discord Blog](<https://devfeed.tech/sources/discord-blog.md>)

Topics: [Discord](<https://devfeed.tech/topics/discord.md>), [SDKs](<https://devfeed.tech/topics/sdks.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>)

Tags: [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [developers](<https://devfeed.tech/tags/developers.md>), [discord](<https://devfeed.tech/tags/discord.md>), [integration](<https://devfeed.tech/tags/integration.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [sdk](<https://devfeed.tech/tags/sdk.md>), [voice](<https://devfeed.tech/tags/voice.md>)

### AI overview

Discord has moved its Social SDK communication features out of closed beta. The SDK lets game developers integrate Discord voice and text chat, cross-platform communication, Rich Presence, and Game Invites to support multiplayer experiences.

### Source excerpt

The Discord Social SDK is coming out of closed beta! Developers can now take advantage of Discord's voice and text chat in their games and help players connect for longer playtimes by enhancing their multiplayer experiences.

## Bevygap: Autoscaling multiplayer Bevy game servers with Edgegap & Lightyear

DevFeed: [Bevygap: Autoscaling multiplayer Bevy game servers with Edgegap & Lightyear](<https://devfeed.tech/articles/bevygap-autoscaling-multiplayer-bevy-game-servers-with-edgegap-lightyear-25816.md>)

Original publisher: [Read original article](<https://www.metabrew.com/article/bevygap-bevy-multiplayer-with-edgegap-and-lightyear>)

Author: {"image"=\>"rj-headshot.jpg", "greetings"=\>nil}

Published: 2024-12-09T06:00:00Z

Content type: article

Language: en

Sources: [Richard Jones](<https://devfeed.tech/sources/richard-jones.md>)

Topics: [Bevy](<https://devfeed.tech/topics/bevy.md>), [autoscaling](<https://devfeed.tech/topics/autoscaling.md>), [inference-endpoints](<https://devfeed.tech/topics/inference-endpoints.md>), [Docker](<https://devfeed.tech/topics/docker.md>), [GitHub Actions](<https://devfeed.tech/topics/github-actions.md>), [API](<https://devfeed.tech/topics/api.md>), [Latency](<https://devfeed.tech/topics/latency.md>), [wasm](<https://devfeed.tech/topics/wasm.md>)

Tags: [api](<https://devfeed.tech/tags/api.md>), [autoscaling](<https://devfeed.tech/tags/autoscaling.md>), [bevy](<https://devfeed.tech/tags/bevy.md>), [bevygap](<https://devfeed.tech/tags/bevygap.md>), [docker](<https://devfeed.tech/tags/docker.md>), [edgegap](<https://devfeed.tech/tags/edgegap.md>), [game-servers](<https://devfeed.tech/tags/game-servers.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [github-actions](<https://devfeed.tech/tags/github-actions.md>), [latency](<https://devfeed.tech/tags/latency.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [netcode](<https://devfeed.tech/tags/netcode.md>), [rust](<https://devfeed.tech/tags/rust.md>), [wasm](<https://devfeed.tech/tags/wasm.md>)

### AI overview

This article describes adapting the Lightyear spaceships example into a server-authoritative multiplayer Bevy game and deploying its client and headless server with Docker. It explains using Edgegap to deploy game servers in suitable locations on demand and autoscale them in response to player demand, with supporting infrastructure including GitHub Actions and NATS.

### Source excerpt

If i'm going to write a server-authoritative multiplayer game, it would be nice to have a decent way to deploy it. Especially to deploy servers around the world in response to player demand, to autoscale and keep latency down.

## Rock and Rollback: Realtime multiplayer in the browser, with rust and bevy

DevFeed: [Rock and Rollback: Realtime multiplayer in the browser, with rust and bevy](<https://devfeed.tech/articles/rock-and-rollback-realtime-multiplayer-in-the-browser-with-rust-and-bevy-25823.md>)

Original publisher: [Read original article](<https://www.metabrew.com/article/rock-and-rollback-realtime-multiplayer-games-with-bevy>)

Author: {"image"=\>"rj-headshot.jpg", "greetings"=\>nil}

Published: 2024-12-08T06:00:00Z

Content type: tutorial

Language: en

Sources: [Richard Jones](<https://devfeed.tech/sources/richard-jones.md>)

Topics: [browser](<https://devfeed.tech/topics/browser.md>), [browser-game](<https://devfeed.tech/topics/browser-game.md>), [realtime](<https://devfeed.tech/topics/realtime.md>), [Bevy](<https://devfeed.tech/topics/bevy.md>), [Rust](<https://devfeed.tech/topics/rust.md>), [QUIC](<https://devfeed.tech/topics/quic.md>), [WebRTC](<https://devfeed.tech/topics/webrtc.md>), [HTTP](<https://devfeed.tech/topics/http.md>), [Streaming](<https://devfeed.tech/topics/streaming.md>)

Tags: [bevy](<https://devfeed.tech/tags/bevy.md>), [bevygap](<https://devfeed.tech/tags/bevygap.md>), [browser](<https://devfeed.tech/tags/browser.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [http-3](<https://devfeed.tech/tags/http-3.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [netcode](<https://devfeed.tech/tags/netcode.md>), [quic](<https://devfeed.tech/tags/quic.md>), [realtime](<https://devfeed.tech/tags/realtime.md>), [rust](<https://devfeed.tech/tags/rust.md>), [snapshots](<https://devfeed.tech/tags/snapshots.md>), [udp](<https://devfeed.tech/tags/udp.md>), [webrtc](<https://devfeed.tech/tags/webrtc.md>)

### AI overview

This article discusses building a realtime multiplayer browser game with Rust and Bevy. It explains why TCP can delay updates, considers WebRTC and WebTransport over HTTP/3 and QUIC for unreliable data channels, and introduces snapshot interpolation as a multiplayer networking model.

### Source excerpt

How hard it is to build a realtime multiplayer browser game? Like asteroids, but multiplayer. Retro vibes with modern netcode 🚀.

## How a Live Multiplayer Snakes Demo Tested Temporal Workflow Resilience

DevFeed: [How a Live Multiplayer Snakes Demo Tested Temporal Workflow Resilience](<https://devfeed.tech/articles/snakes-chaos-and-the-resilience-of-temporal-a-live-demo-breakdown-35982.md>)

Original publisher: [Read original article](<https://temporal.io/blog/snakes-live-demo-on-resilience>)

Author: Rob Holland

Published: 2024-12-05T08:00:00Z

Content type: article

Language: en

Sources: [Temporal Blog](<https://devfeed.tech/sources/temporal-blog.md>)

Topics: [Resilience](<https://devfeed.tech/topics/resilience.md>), [distributed-systems](<https://devfeed.tech/topics/distributed-systems.md>), [real-time](<https://devfeed.tech/topics/real-time.md>), [Svelte](<https://devfeed.tech/topics/svelte.md>), [WebSocket](<https://devfeed.tech/topics/websocket.md>), [Cloud](<https://devfeed.tech/topics/cloud.md>)

Tags: [chaos](<https://devfeed.tech/tags/chaos.md>), [cloud](<https://devfeed.tech/tags/cloud.md>), [distributed-systems](<https://devfeed.tech/tags/distributed-systems.md>), [how-to](<https://devfeed.tech/tags/how-to.md>), [live](<https://devfeed.tech/tags/live.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [resilience](<https://devfeed.tech/tags/resilience.md>), [svelte](<https://devfeed.tech/tags/svelte.md>), [websocket](<https://devfeed.tech/tags/websocket.md>)

### AI overview

This blog post explains how Temporal powered a live multiplayer Snakes game with independent workflows for the game, rounds, and snakes. The demo introduced Worker restarts to test recovery from induced outages while the game continued running.

### Source excerpt

We used a live, multiplayer snake game powered by Temporal workflows to showcase the power of Durable Execution. Learn all about it in this blog post.

## Local-first Realtime Apps with Expo and Legend-State

DevFeed: [Local-first Realtime Apps with Expo and Legend-State](<https://devfeed.tech/articles/local-first-realtime-apps-with-expo-and-legend-state-440.md>)

Original publisher: [Read original article](<https://supabase.com/blog/local-first-expo-legend-state>)

Author: Jay Meistrich; Thor Schaeff

Published: 2024-09-23T07:00:00Z

Content type: tutorial

Language: en

Sources: [Supabase Blog](<https://devfeed.tech/sources/supabase-blog.md>)

Topics: [Local-First](<https://devfeed.tech/topics/local-first.md>), [Expo](<https://devfeed.tech/topics/expo.md>), [React Native](<https://devfeed.tech/topics/react-native.md>), [Supabase](<https://devfeed.tech/topics/supabase.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>), [Persistence](<https://devfeed.tech/topics/persistence.md>), [Database](<https://devfeed.tech/topics/database.md>), [Web](<https://devfeed.tech/topics/web.md>)

Tags: [code](<https://devfeed.tech/tags/code.md>), [data](<https://devfeed.tech/tags/data.md>), [database](<https://devfeed.tech/tags/database.md>), [local-first](<https://devfeed.tech/tags/local-first.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [offline](<https://devfeed.tech/tags/offline.md>), [persistence](<https://devfeed.tech/tags/persistence.md>), [realtime](<https://devfeed.tech/tags/realtime.md>), [sync](<https://devfeed.tech/tags/sync.md>), [tutorial](<https://devfeed.tech/tags/tutorial.md>), [web](<https://devfeed.tech/tags/web.md>)

### AI overview

A tutorial on building local-first realtime web and mobile apps with Expo, React Native, Legend-State, and Supabase. It explains offline data access, local persistence, automatic synchronization across devices, and the project dependencies needed to create a new Expo app.

### Source excerpt

Build local-first realtime web and mobile apps with Expo, Legend-State, and Supabase.

## The making of Temporal trivia

DevFeed: [The making of Temporal trivia](<https://devfeed.tech/articles/the-making-of-temporal-trivia-36068.md>)

Original publisher: [Read original article](<https://temporal.io/blog/the-making-of-temporal-trivia>)

Author: Solution Architect Team

Published: 2023-08-30T07:00:00Z

Content type: article

Language: en

Sources: [Temporal Blog](<https://devfeed.tech/sources/temporal-blog.md>)

Topics: [ChatGPT](<https://devfeed.tech/topics/chatgpt.md>), [Hackathon](<https://devfeed.tech/topics/hackathon.md>), [API](<https://devfeed.tech/topics/api.md>), [Code](<https://devfeed.tech/topics/code.md>)

Tags: [chatgpt](<https://devfeed.tech/tags/chatgpt.md>), [code](<https://devfeed.tech/tags/code.md>), [community](<https://devfeed.tech/tags/community.md>), [hackathon](<https://devfeed.tech/tags/hackathon.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>)

### AI overview

This article describes how Temporal's Solution Architect team built a multiplayer trivia game using workflows, with ChatGPT generating trivia questions and answers. It explains the game's design goals, gameplay, workflow structure, activities, queries, and signals.

### Source excerpt

The making of a trivia game using Temporal.

## pg\_crdt - an experimental CRDT extension for Postgres

DevFeed: [pg\_crdt - an experimental CRDT extension for Postgres](<https://devfeed.tech/articles/pg-crdt-an-experimental-crdt-extension-for-postgres-499.md>)

Original publisher: [Read original article](<https://supabase.com/blog/postgres-crdt>)

Author: Paul Copplestone

Published: 2022-12-10T07:00:00Z

Content type: article

Language: en

Sources: [Supabase Blog](<https://devfeed.tech/sources/supabase-blog.md>)

Topics: [Supabase](<https://devfeed.tech/topics/supabase.md>), [Data structures](<https://devfeed.tech/topics/data-structures.md>), [Back end](<https://devfeed.tech/topics/backend.md>)

Tags: [experimental](<https://devfeed.tech/tags/experimental.md>), [extension](<https://devfeed.tech/tags/extension.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [offline](<https://devfeed.tech/tags/offline.md>), [postgres](<https://devfeed.tech/tags/postgres.md>), [realtime](<https://devfeed.tech/tags/realtime.md>), [server](<https://devfeed.tech/tags/server.md>), [sync](<https://devfeed.tech/tags/sync.md>)

### AI overview

Supabase introduces pg_crdt, an experimental Postgres extension for conflict-free replicated data types. The article explains how CRDTs merge concurrent updates consistently, supporting collaborative applications and potential offline synchronization.

### Source excerpt

Embedding Yjs and Automerge into Postgres for collaborative applications.

## Building Firebase Quickdraw Multiplayer

DevFeed: [Building Firebase Quickdraw Multiplayer](<https://devfeed.tech/articles/building-firebase-quickdraw-multiplayer-16443.md>)

Original publisher: [Read original article](<https://firebase.blog/posts/2022/06/firebase-quickdraw>)

Author: Tri Cao; Scott Shipman

Published: 2022-06-14T00:00:00Z

Content type: tutorial

Language: en

Sources: [Firebase Blog](<https://devfeed.tech/sources/firebase-blog.md>)

Topics: [Firebase](<https://devfeed.tech/topics/firebase.md>), [Web app](<https://devfeed.tech/topics/webapp.md>), [Cloud Functions](<https://devfeed.tech/topics/cloud-functions.md>), [Realtime Database](<https://devfeed.tech/topics/realtime-database.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>)

Tags: [ai](<https://devfeed.tech/tags/ai.md>), [cloud-functions](<https://devfeed.tech/tags/cloud-functions.md>), [firebase](<https://devfeed.tech/tags/firebase.md>), [games](<https://devfeed.tech/tags/games.md>), [google-analytics](<https://devfeed.tech/tags/google-analytics.md>), [hosting](<https://devfeed.tech/tags/hosting.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [performance-monitoring](<https://devfeed.tech/tags/performance-monitoring.md>), [realtime-database](<https://devfeed.tech/tags/realtime-database.md>), [web-app](<https://devfeed.tech/tags/web-app.md>)

### AI overview

This tutorial explains how Firebase Quickdraw, a web game with an AI guessing bot, was extended with multiplayer functionality. It covers shareable rooms for up to four players, Realtime Database, Cloud Functions, Firebase Hosting, Google Analytics, and Firebase Performance Monitoring.

### Source excerpt

Build a multiplayer game with Firebase!

## Tasteless 21: Godot Game Hacking in Tasteless Shores

DevFeed: [Tasteless 21: Godot Game Hacking in Tasteless Shores](<https://devfeed.tech/articles/tasteless-21-godot-game-hacking-in-tasteless-shores-39680.md>)

Original publisher: [Read original article](<https://mahaloz.re/2021/10/03/tasteless-21-tasteless-shores.html>)

Published: 2021-10-03T00:00:00Z

Content type: tutorial

Language: en

Sources: [mahaloz.re](<https://devfeed.tech/sources/mahaloz-re.md>)

Topics: [Godot](<https://devfeed.tech/topics/godot.md>), [Hacking](<https://devfeed.tech/topics/hacking.md>), [ctf](<https://devfeed.tech/topics/ctf.md>), [Script](<https://devfeed.tech/topics/script.md>), [client](<https://devfeed.tech/topics/client.md>), [servers](<https://devfeed.tech/topics/servers.md>), [Linux](<https://devfeed.tech/topics/linux.md>)

Tags: [challenges](<https://devfeed.tech/tags/challenges.md>), [ctf](<https://devfeed.tech/tags/ctf.md>), [game](<https://devfeed.tech/tags/game.md>), [game-hacking](<https://devfeed.tech/tags/game-hacking.md>), [game-servers](<https://devfeed.tech/tags/game-servers.md>), [github](<https://devfeed.tech/tags/github.md>), [hacking](<https://devfeed.tech/tags/hacking.md>), [hosting](<https://devfeed.tech/tags/hosting.md>), [ida](<https://devfeed.tech/tags/ida.md>), [linux](<https://devfeed.tech/tags/linux.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [reversing](<https://devfeed.tech/tags/reversing.md>), [scripts](<https://devfeed.tech/tags/scripts.md>)

### AI overview

A writeup of Tasteless 21 multiplayer game-hacking challenges involving a Godot game. It describes analyzing resource packs and binaries, modifying and recompiling Godot scripts, and abusing client-side computations to create hacks such as flying, taking no damage, moving faster, and manipulating random-number behavior.

### Source excerpt

A series of game hacking challenges hosted in Tasteless 21. Decompiling, modifying, and recompiling Godot scripts to abuse client-side computations for a multiplayer game. Fly hacks, no-damage, super speed, and rng abuse.

## Everything we announced at the Google for Games Developer Summit this year

DevFeed: [Everything we announced at the Google for Games Developer Summit this year](<https://devfeed.tech/articles/everything-we-announced-at-the-google-for-games-developer-summit-this-year-16338.md>)

Original publisher: [Read original article](<https://firebase.blog/posts/2020/03/firebase-google-game-developer-event>)

Author: Todd Kerpelman

Published: 2020-03-23T00:00:00Z

Content type: news

Language: en

Sources: [Firebase Blog](<https://devfeed.tech/sources/firebase-blog.md>)

Topics: [Firestore](<https://devfeed.tech/topics/firestore.md>), [Firebase](<https://devfeed.tech/topics/firebase.md>), [Google](<https://devfeed.tech/topics/google.md>), [NoSQL](<https://devfeed.tech/topics/nosql.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [Unity](<https://devfeed.tech/topics/unity.md>), [SDKs](<https://devfeed.tech/topics/sdks.md>)

Tags: [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [developer](<https://devfeed.tech/tags/developer.md>), [firebase](<https://devfeed.tech/tags/firebase.md>), [firestore](<https://devfeed.tech/tags/firestore.md>), [games](<https://devfeed.tech/tags/games.md>), [gdc](<https://devfeed.tech/tags/gdc.md>), [google](<https://devfeed.tech/tags/google.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [news](<https://devfeed.tech/tags/news.md>), [offline](<https://devfeed.tech/tags/offline.md>), [open](<https://devfeed.tech/tags/open.md>), [realtime](<https://devfeed.tech/tags/realtime.md>), [release](<https://devfeed.tech/tags/release.md>), [sdk](<https://devfeed.tech/tags/sdk.md>), [unity](<https://devfeed.tech/tags/unity.md>), [updates](<https://devfeed.tech/tags/updates.md>)

### AI overview

Firebase announced updates from the Google for Games Developer Summit, including Cloud Firestore for game developers in open alpha. The release provides C++ and Unity SDKs and supports cloud game state, multiplayer data, offline access, realtime listeners, and related game-development use cases, with some Unity query limitations and possible API changes during the alpha period.

### Source excerpt

News, tutorials, and updates from the Firebase team.

## How the Google Doodle team used the Realtime Database to build a multiplayer game

DevFeed: [How the Google Doodle team used the Realtime Database to build a multiplayer game](<https://devfeed.tech/articles/how-the-google-doodle-team-used-the-realtime-database-to-build-a-multiplayer-game-16336.md>)

Original publisher: [Read original article](<https://firebase.blog/posts/2020/01/google-loteria-realtime-database>)

Author: Jacob Howcraft

Published: 2020-01-28T00:00:00Z

Content type: tutorial

Language: en

Sources: [Firebase Blog](<https://devfeed.tech/sources/firebase-blog.md>)

Topics: [Realtime Database](<https://devfeed.tech/topics/realtime-database.md>), [Firebase](<https://devfeed.tech/topics/firebase.md>), [Cloud Functions](<https://devfeed.tech/topics/cloud-functions.md>), [JavaScript](<https://devfeed.tech/topics/javascript.md>)

Tags: [case-study](<https://devfeed.tech/tags/case-study.md>), [cloud-functions](<https://devfeed.tech/tags/cloud-functions.md>), [firebase](<https://devfeed.tech/tags/firebase.md>), [javascript](<https://devfeed.tech/tags/javascript.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [realtime](<https://devfeed.tech/tags/realtime.md>), [realtime-database](<https://devfeed.tech/tags/realtime-database.md>)

### AI overview

The Google Doodle team describes how it used Firebase Realtime Database and Cloud Functions for Firebase to build the multiplayer Lotería game, including real-time card dealing, winner detection, and matchmaking.

### Source excerpt

News, tutorials, and updates from the Firebase team.

## Relive the Firebase + Fabric party at WWDC17

DevFeed: [Relive the Firebase + Fabric party at WWDC17](<https://devfeed.tech/articles/relive-the-firebase-fabric-party-at-wwdc17-16206.md>)

Original publisher: [Read original article](<https://firebase.blog/posts/2017/06/relive-firebase-fabric-party-at-wwdc17>)

Author: Megan Krilanovich

Published: 2017-06-20T00:00:00Z

Content type: news

Language: en

Sources: [Firebase Blog](<https://devfeed.tech/sources/firebase-blog.md>)

Topics: [Firebase](<https://devfeed.tech/topics/firebase.md>), [iOS](<https://devfeed.tech/topics/ios.md>), [Development](<https://devfeed.tech/topics/development.md>), [App](<https://devfeed.tech/topics/app.md>)

Tags: [apple](<https://devfeed.tech/tags/apple.md>), [community](<https://devfeed.tech/tags/community.md>), [developers](<https://devfeed.tech/tags/developers.md>), [development](<https://devfeed.tech/tags/development.md>), [fabric](<https://devfeed.tech/tags/fabric.md>), [firebase](<https://devfeed.tech/tags/firebase.md>), [ios](<https://devfeed.tech/tags/ios.md>), [iphone](<https://devfeed.tech/tags/iphone.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [news](<https://devfeed.tech/tags/news.md>), [wwdc](<https://devfeed.tech/tags/wwdc.md>)

### AI overview

Firebase recaps its WWDC17 party for the iOS developer community, describing the event's activities, including project showcases, a cooperative multiplayer game, an app live-coding demonstration, and attendee reactions.

### Source excerpt

News, tutorials, and updates from the Firebase team.

## How DDNet Ran an Online Game for Three Years

DevFeed: [How DDNet Ran an Online Game for Three Years](<https://devfeed.tech/articles/experiences-of-running-an-online-game-for-3-years-30811.md>)

Original publisher: [Read original article](<https://hookrace.net/blog/ddnet-evolution-architecture-technology/>)

Published: 2016-06-08T22:00:00Z

Content type: article

Language: en

Sources: [Dennis Felsing](<https://devfeed.tech/sources/dennis-felsing.md>)

Topics: [Open Source](<https://devfeed.tech/topics/open-source.md>), [Software](<https://devfeed.tech/topics/software.md>), [servers](<https://devfeed.tech/topics/servers.md>), [cloud-infrastructure](<https://devfeed.tech/topics/cloud-infrastructure.md>)

Tags: [kvm](<https://devfeed.tech/tags/kvm.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [servers](<https://devfeed.tech/tags/servers.md>), [software](<https://devfeed.tech/tags/software.md>), [virtual](<https://devfeed.tech/tags/virtual.md>), [writing](<https://devfeed.tech/tags/writing.md>), [xen](<https://devfeed.tech/tags/xen.md>)

### AI overview

This technical article examines how DDraceNetwork (DDNet), an open-source modification of Teeworlds, operated its client, server software, and official servers over roughly three years. It discusses the project's international multiplayer community, financing through donations and donated resources, low-cost hosting, and the use of virtual private servers.

### Source excerpt

It's been roughly 3 years since DDraceNetwork (DDNet) started in the summer of 2013. Last year I wrote a non-technical History of DDNet. Today in this post we will dive into the technical side of what makes DDNet run. For the uninitiated, DDNet is an open-source modification of Teeworlds, a retro multiplayer shooter. DDNet is a game in which you, instead of killing each other, cooperate with each other to work your way through challenging maps, trying to beat the map or get a better time than other teams. What we offer for DDNet is the client and server software as well as official servers that run all around the world. We have an international community of players trying to beat the latest maps and records, and dozens of mappers who send in their newest creations for our consideration. A new map is released every few days and occasionally tournaments happen in which the best compete against each other on brand-new maps. At the time of writing there are 968 people playing Teeworlds, 678 of which are on a server running the DDNet mod, and 430 on the official DDNet servers. So this project is not especially big and not many people stumble upon DDNet. Our player base consists in a large part of old Teeworlds players and their friends who heard about us by word of mouth. Nevertheless I hope that the technical challenges we faced and face as well as our solutions are interesting. Let's start with an overview of what we have: Overview & Financing DDNet runs official servers in Germany, Russia, USA, Canada, Chile, Brazil, China, South Africa and Iran. Since DDNet is totally free, has no advertisements and no in-game purchases, it offers no stream of revenue and is solely funded by donations, donated servers and my own money. So one of the goals is to keep costs down: On average we pay 10 EUR  per month for each location. Let's see what we can offer with this to our thousands of players (detailed statistics) and how DDNet evolved to keep with increasing number of players, maps