Three astronauts standing on a rocky moon surface, looking out at a large planet rising over the horizon
Terminal Velocity

Online Systems

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.

0

Years experience

0 +

Game launches

0 B+

Players served

What we do

We design, build, and support platform services around what your game actually needs, in C++, C#, Golang, Rust, Java, and the major clouds.

Masters of platform

Every game is more than its gameplay

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.

  • Player accounts, identity and single sign-on
  • Commerce, entitlements and inventory
  • Code redemption and promotions
  • Cross-platform ecosystems
  • Data APIs and telemetry
  • Publishing platforms and launchers
2B+ Players served

Why partner with us

One group, four studios, and the same principles on every engagement.

01

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.

02

We have done this before

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.

03

We take on hard problems

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.

04

We ship on deadline

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.

05

We actually play games

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.

1 / 5 In the trenches with you

Where online systems fit in the life of your game

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.

01

Pre-production

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.

  • Platform requirements
  • Server architecture
  • Matchmaking design

Single-player projects: Still worth a conversation. Accounts, saves, entitlements and telemetry all apply to a single-player title.

Usually alongside Game Development Hosting
02

Production

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.

  • Backend services
  • Publishing tools
  • Matchmaker build
  • Scaling systems

Single-player projects: A smaller footprint. Accounts, saves, commerce and telemetry, without matchmaking or sessions.

Usually alongside Game Development
03

Post-production

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.

  • Load testing
  • Matchmaker at scale
  • Latency targets

Single-player projects: A far smaller load profile, but the telemetry and crash reporting work is the same.

Usually alongside Hosting Game Development
04

Pre-launch

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.

  • Launch-sized playtests
  • Days-long load testing
  • Rollback plan

Single-player projects: Lighter, but the day-one commerce and account paths get the same rehearsal.

Usually alongside Hosting Live Operations
05

Launch

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.

  • Live queue monitoring
  • Scaling adjustment
  • Backend changes in flight

Single-player projects: Same principle, smaller room.

Usually alongside Hosting Live Operations
06

Post-launch

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.

  • Matchmaker tuning
  • Queue times
  • Scaling rules

Single-player projects: DLC, storefront and telemetry work all carry over.

Usually alongside Live Operations Game Development
07

Long term

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.

  • Platform updates
  • Capacity tuning
  • Migrations with no downtime

Single-player projects: The same work, at a smaller scale.

Usually alongside Hosting Specialist Talent

Studios we have worked with

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

Planning something at scale?

Tell us what you are building and where you expect it to break. We have almost certainly been there already.