In the trenches with you
Our engineers join your standups, ship alongside your team, and stay accountable for what lands. We work as part of your team for as long as you need us there.
Multiplay's Mission Control Centre looks after your game's health, the player experience and the backend systems behind them.
We work with you to create the runbooks, run the incidents, fix where we can, mitigate where we have to and escalate to you where appropriate. In everything we do the player experience comes first; can the player play, and is the player having a good time.
We do that through every patch, every release and every bump in the road, keeping your players playing.
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Staffed coverage
Our team works with you to keep your game healthy before, during and after it ships. We make build in strong observability, build a foundation in documentation and agree steps to take when it misbehaves. Our team is standing by every minute of every day, to take action on your behalf and put your mind a ease.
Our operations team can acts on what the game reports. We build metrics, logs and alerting into a single platform, allowing us to react quickly and appropriately.
Already have a stack? We plug into it and work in your existing dashboards. Starting from nothing? We scope it and build it.
Every runbook covers one condition or event for your game. It names the monitoring source, the threshold that triggers it, the actions to take in order, and who needs to know. Each one ends in one of four outcomes: monitor, mitigate, resolve or escalate. That means when something goes wrong at 3am, nobody is improvising.
We write them with your team, and you sign them off before cover begins. As your game changes, we review and extend them so they stay accurate.
Our operations center, or Mission Control, is staffed 24 hours a day, 7 days a week. When one shift hands over to the next, your game's current state goes with it: what's open, what's been worked on and what to keep an eye on.
You get the same team working with you each time, and escalation is available around the clock to people who already know your stack. We cover you from the launch window through every season that follows.
Whatever breaks, the same four steps apply. When alerts fire, we confirm the problem is real before anything else happens. We open an incident and alert the people named in the runbook, through the channel it specifies. We then work through logs, traces and recent deploys until we find the cause, and no incident closes without one. Once the fix is in and the game is confirmed healthy, you receive a written review with a full timeline and tracked follow-up actions.
None of this is improvised on the day. Escalation paths are agreed with you and rehearsed in dry runs, maintenance and rollback procedures are documented in advance.
The four steps are the same in every tier. What changes is where the work comes back to you. Orbit covers detection and escalation, and you investigate and fix. Solar adds ownership of the incident through to root cause, and you apply the fix. Galactic adds access to act, so we resolve it as well. Every engagement opens with a paid discovery, where we scope the systems and write the runbooks with you.
One group, four studios, and the same principles on every engagement.
Our engineers join your standups, ship alongside your team, and stay accountable for what lands. We work as part of your team for as long as you need us there.
Twenty-five years, 800-plus game launches behind us, and two billion players served. Auth failures, scaling fires, the 2am launch crisis: we have solved all of it already, which is why we usually know where a system will break before it does.
Scale, compliance, legacy migrations, 10M CCU load testing. The problems that break teams are where we do our best work, and they are most of the reason we like this job.
Deadlines do not move and neither do we. From a VC timeline to a Department of Defense contract, we deliver under pressure, and we tell you early if anything looks at risk.
We hold strong opinions about matchmaking, progression, and UI because we play the things we build. Caring about the player experience comes easier when you live in it.
Nothing needs operating until something is running, so live operations stays light until the first fleets come up. What happens before that still decides how much you will be able to see once the game is live. Here is what we take on at each stage.
We start by reviewing your existing observability. If you already have tools in place, we work with them. If not, we plan what needs building and who builds it. Together we define what the game and its servers need to record once live, so that work is part of the build plan from day one rather than bolted on before launch.
We review what the game and its servers record while running, and check that the two can be matched up when something goes wrong. We set up observability so logs, crash reports and traces are tagged to each server instance, letting us follow a single session end to end. We also test every setting we'll be expected to change live, so we know it works before anything depends on it.
We build the runbook library with your engineers, with one procedure per failure mode. Each names the symptom, the checks to run, the fix, who to contact and when to escalate. We build the dashboards those procedures rely on and set alert thresholds that separate what needs action now from what can wait, then test every alert by triggering it.
Then we put it all to the test with drills on your real systems, deliberately breaking things in a controlled way and timing the response. Anything that reads well on paper but falls short in practice gets rewritten. We finalise on-call cover and the escalation path, agree with you how rollback decisions are made and who makes them, and repeat the drills until response times hit their targets. The engineers running the drills are the same ones who'll be on call at launch.
For launch week, we run a dedicated launch room around the clock and work the runbooks as issues come in. Any incident reaches an engineer who already knows your game within minutes, and they start from a procedure that's already been tested. We handle the response, assist you with implementing changes, and send you clear updates you can pass straight to your publisher and community team.
Every incident feeds back into the runbooks. We write up what went wrong, what fixed it and what changed as a result, and update the procedures. We plan capacity around your announced seasons, events and DLC, so a content drop never lands on a fleet sized for a quiet week, and seasonal peaks become part of normal running.
As your game evolves, we keep the runbooks current and retire procedures for systems that no longer exist. Every new on-call engineer is trained on your title specifically, so knowledge of your game never depends on any one person, on our side or yours.