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.
Terminal Velocity is a team of seasoned multiplayer engineers, with expertise out of Blizzard, PUBG, Epic, and Unity. We have designed, built, and run the backend services, retention, monetization, matchmaking, and server scaling behind games you have already played.
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We design, build, and support platform services around what your game actually needs, in C++, C#, Golang, Rust, Java, and the major clouds.
Our platform team builds the tools, features, and services that carry a global rollout, and we concentrate on the backend and publishing stack underneath it.
We have built the systems behind some of the largest titles in the world, scaled them to millions of concurrent players, and scaled them back down again without waste, across multiple clouds and bare metal.
We have built, run, and rescued matchmakers for some of the biggest games of the last 15 years. Better matchmaking and queue handling reduces churn, improves fairness, and spreads load across the fleet.
Terminal Velocity’s range runs well past a standard service list, and the work that makes senior engineers nervous is usually the work we want. We completed an AWS GovCloud IL5 migration in six weeks to keep a Department of Defense contract alive, and a four-week infrastructure audit once found a client 250,000 dollars a month of leaked spend.
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.
Most of the online problems that surface at launch were decided long before it. Here is where the work actually sits, and how much of it we carry at each stage.
We work out what your backend and publishing stack has to do before anybody writes it. Which platforms you are launching on and what each one demands, how player accounts and purchases carry across them, and what the matchmaker needs to know about a player to put them in a good game. We size the server architecture against the player numbers you are planning for and tell you where it will get expensive.
Single-player projects: Still worth a conversation. Accounts, saves, entitlements and telemetry all apply to a single-player title.
We build the platform: the backend services, the publishing tools, the live configuration and the features your game needs to roll out globally. We build the matchmaker to your rules, and the systems that scale your servers up and down. Where something already exists, we take it over, fix it or integrate it with the rest. All of it is written to your design, documented, and yours to fork and modify.
Single-player projects: A smaller footprint. Accounts, saves, commerce and telemetry, without matchmaking or sessions.
We load test the platform against traffic shaped like a real launch and fix what breaks. The matchmaker gets tested against realistic player populations, because one that works with a hundred testers can still fall over with a hundred thousand players. We prove the scaling systems bring servers up fast enough and take them back down without leaving capacity running. We set the latency targets and check the game holds them.
Single-player projects: A far smaller load profile, but the telemetry and crash reporting work is the same.
We run the platform through a full rehearsal. Playtests big enough to stress the real services, servers left under load for days to find the slow leaks, and the matchmaker running against launch-sized queues. We write and test the rollback plan for getting the backend back to a known state. We agree the numbers that trigger action on launch day, so nobody is deciding in the moment.
Single-player projects: Lighter, but the day-one commerce and account paths get the same rehearsal.
Letting people into the game is the part that fails most visibly, so the matchmaker and the queues get watched live from the first minute. We keep headroom in the services for a launch bigger than forecast and adjust the scaling as the real curve appears. Where the backend needs a change during launch week, we make it and roll it out without taking the game down.
Single-player projects: Same principle, smaller room.
We tune the matchmaker against how your players actually behave, which is never what the design assumed. Queue times get cut where they are losing people. The scaling rules get adjusted to the real player curve, so you stop paying for servers nobody is using. We work through the platform problems the live player base surfaces, and add the publishing features the roadmap needs next.
Single-player projects: DLC, storefront and telemetry work all carry over.
We keep the platform current as the console holders change what they require. New toolkit versions, expiring certificates and retired third-party services get handled before they become outages. We tune the server scaling as the player base settles into its long-term shape. Where the backend has to move to new infrastructure, we do the migration without taking the game offline.
Single-player projects: The same work, at a smaller scale.
Some of the studios whose online services, platforms and backends we have built or carried.
Epic Games
Riot Games
Take-Two Interactive
2K Games
Jagex
Mediatonic
Turtle Rock Studios
Singularity 6
Another Axiom
Tell us what you are building and where you expect it to break. We have almost certainly been there already.