Real-time multiplayer game · Steam
Owning the backend of a Steam multiplayer game
A real-time multiplayer game needed one backend for gameplay state, farming, gathering, crafting, combat, inventory and equipment, trading and marketplace, matchmaking, leaderboards, and live communication, with many players acting on shared state at the same time.
What I did
- Owned the complete backend: architecture, client-server communication, code, and operations.
- Chose Nakama, Go, CockroachDB, and Redis for the core stack.
- Handled concurrency with synchronization strategies, atomic operations, read/write locks, and Redis-backed coordination.
- Ran Kubernetes deployments, CI/CD, and Prometheus and Grafana monitoring.
- Load-tested the backend with a custom multi-threaded script simulating thousands of players and their in-game actions.
- Reviewed code and mentored a junior developer.
Result
- Released on Steam.
- 100K+ registered players.
- A peak of 1K+ concurrent players.