Making multiplayer games is hard

Make a mistake and you'll waste weeks.Thousands of $$$.Destroy your team's morale.

You think I'm exaggerating?Watch this video for 3 minutes:


Here's what can go wrong:

Cheating and
hacking

  • Players exploit vulnerabilities to get your paid content. For free.

  • They break the rules of the game to get an unfair advantage

Sync
issues

  • Players teleporting while moving

  • Events happening at different times

  • Lag ruining the game experience

  • Unresponsive player input

Crash + high server costs

  • Games crashing because the infrastructure is not set up to scale

  • Expensive monthly bills due to unoptimized usage of CPU, RAM and Bandwidth

73% of experienced studios realize this too late, wasting ~379.000$ in the process.But what if you could avoid all of this?

Say goodbye to synchronization issues

Pick the best multiplayer framework for the type of game you're working on, so you can build with the right tech.

  • Make your game lag-resistant

  • Forget about desynchronization

  • Make your players move without issues

An animated image showing input synchronization in action

Sleep well at night: no cheaters on sight

Make sure your team implements multiplayer functionalities in a secure way, so that cheaters will have a hard time hacking your game.

  • Increase your revenue with safe in-app purchase workflows that can't be cheated

  • Make your game ready for PvP competitive scenarios

  • Protect your game economy from hackers

Make your game able to support millions of players

Successful games have millions of players.
Make your infrastructure able to survive these numbers so you can go big.

  • Stop worrying about scaling

  • Focus on creating your game

  • See your playerbase grow without fear of dooming your launch

Hey! I'm Paolo.

I spent the last 13 years running gaming studios and working on multiplayer games at scale, hands-on.Here's what I discovered:

79% of experienced teams have no idea of how multiplayer games work.

Most are unaware of:

  • Client/server authoritative models

  • Prediction & reconciliation, rollback netcode

  • Serverless... And much more!

A photo of Paolo Abela

Paolo Abela, Senior Netcode Engineer, Multiplayer
@ Unity technologies, CEO of Fatum Games


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Questions?