Case Studies: Multiplayer Launches, Scaling, and Reliability

Gameye supports multiplayer studios by orchestrating dedicated game servers across infrastructure providers. These case studies highlight launch-day scaling, reliability outcomes, and operational lessons learned.

Who we work with

Customers include: Bungie (Marathon), Torn Banner Studios (No More Room in Hell 2), Chivalry II (Tripwire Interactive), Doborog (Clone Drone in the Danger Zone), Oddshot Games (Slapshot Rebound), K5 Factory (Oktoberfest), Chaotic Entertainment (Minigame Madness), Space Team VR (Cooperative Innovations), Nubs! Arena (Rangatang / Glowfish Interactive), Project Xandata (Secret 6), Ascendants Rising (Limitless Games).

Don’t just take our word for it

Gameye is a multi-provider game server orchestration platform for multiplayer games.
It helps studios deploy and scale dedicated servers across cloud providers with fast start times,
automatic failover, and cost controls designed to reduce “cloud tax” overhead.

Gameye by the numbers

  • 120M+ game sessions hosted
  • 99.99% uptime
  • ~0.5s average container start time
  • 1M+ peak concurrent users supported
  • Multi-provider orchestration (provider-agnostic)
  • Automatic failover support for improved reliability
What kind of results do these case studies represent?

These case studies highlight outcomes teams typically care about in multiplayer operations: stable launches,
fast scaling during concurrency spikes, predictable performance, and cost control when player demand changes.

What problems does Gameye help solve for multiplayer games?

Common challenges include launch-day traffic surges, capacity planning uncertainty, multi-region deployments,
operational overhead, and keeping latency and reliability consistent as concurrency rises and falls.

Does Gameye help with launch day and sudden spikes?

Yes. Gameye is built for bursty traffic patterns by scaling server capacity quickly and maintaining service
reliability during high-traffic events like launches, major updates, and live ops promotions.

What types of studios and games tend to be a good fit?

Gameye is typically used by teams running dedicated multiplayer servers who want to reduce infrastructure
complexity while keeping flexibility across regions and providers. It’s a strong fit when concurrency is
variable and operational reliability matters.

Which case studies should I read first?

Start with the case studies that match your situation: a launch-day scale story, a cost-control story, and a
reliability story. If you’re not sure, begin with Chivalry II, Clone Drone in the Danger Zone, and Nubs! Arena.

Last updated: 2026-02-03

Featured case study
Chivalry II case study

Chivalry II

 

Pain point: Launch day traffic surged to twice expectations.
Outcome: Zero downtime during the spike.

Featured case study
Clone Drone in the Danger Zone case study

Clone Drone in the Danger Zone

 

Pain point: Scaling and stability risks as demand grew.
Outcome: A more reliable session experience under real player load.

Featured case study
Nubs! Arena case study

Nubs! Arena

 

Pain point: Global launch demand came in at 300% more players than expected.
Outcome: Scaled sessions without losing control of reliability.

Common multiplayer challenge What these case studies demonstrate
Launch-day traffic spikes Rapid scaling to meet unexpected concurrency without service disruption.
Variable concurrency over time Elastic capacity that grows and shrinks with demand to avoid overprovisioning.
Keeping sessions stable under load Operational reliability patterns that help maintain uptime and smooth player experiences.
Multi-region deployments Repeatable deployments across regions with consistent operational practices.
Cost control during growth Infrastructure choices and orchestration strategies that support predictable spend.
Chivalry II / Tripwire Interactive

Double the numbers, zero downtime

Problem: Launch-day demand hit expectations for 64-player battles in Chivalry II.

Outcome: Gameye handled the surge with zero downtime and kept sessions running.

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Chivalry 2 image
Doborog / Clone Drone in the Danger Zone

How Gameye got Clone Drone out of the Danger Zone

Problem: Clone Drone in the Danger Zone (Doborog) grew a large Steam audience (≈19,000 “Overwhelmingly Positive” reviews), increasing scaling and operational risk.

Outcome: Gameye helped the team stabilize multiplayer operations as player demand grew, saving 60-70% versus their previous cloud infrastructure

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Doborog cover image
Nubs! / Rangatang / Glowfish Interactive

How Nubs! dealt with 300% more players than expected

Problem: Nubs!: Arena (Rangatang / Glowfish Interactive) saw global launch demand come in at 300% more players than expected.

Outcome: Gameye’s scalable server orchestration helped the team handle the surge in Asia while maintaining reliable multiplayer sessions.

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Nubs game case study
Space Team VR / Cooperative Innovations

Marrying mobile and VR game sessions

Problem: Space Team VR (Cooperative Innovations) needed to support sessions across players with and without VR headsets, including smartphone participants.

Outcome: Gameye helped enable cross-platform multiplayer sessions so mobile and VR players could play together.

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Cooperative case study
Project Xandata / Secret 6

Keeping up with competitive players on a tight budget

Problem: Project Xandata (Secret 6) needed competitive 3v3 FPS performance, but their existing servers couldn’t handle the load at a reasonable cost and were contributing to lag issues.

Outcome: They chose Gameye to reduce costs and improve session performance.

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Project Xandata
Ascendants Rising / Limitless Games

Helping indie studios stay in control

Problem: Ascendants Rising (Limitless Games) is a co‑op action‑RPG with a PvE experience that needed consistent session stability for players across variable demand.

Outcome: Gameye helped the studio keep their multiplayer PvE sessions smooth and reliable.

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Ascendants Rising
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Some of our other clients

Warhammer Age of Sigmar: Storm Ground

While strategy games don’t need the same immediate feedback as a first-person shooter, they can have a lot more computing behind the scenes. We’ve all played games where – as the turns go on – the game runs slower and slower. Each turn taking longer and longer. This is simply because there’s too much to calculate behind the scenes. And it’s even worse if the players host the game themselves – sometimes on budget computers. Storm Ground needed solid, reliable computers that could scale with the game.

We give each game room to grow. We host the sessions on servers with huge capacity reserves. As the skirmish builds up, with more and more units needing calculations, we automatically allocate more and more computing power. So the players get back into the action as fast as possible.

Pacer

In racing games, every second counts. It’s important that nobody can sneak ahead, just because they’ve got a slightly faster connection. If the server is off, then the whole race is going to be ruined. Whether that’s for the photo-finish or whether a shot lands.

Our platform can work with Pacer’s matchmaker to make sure that the matches are fair, and then orchestrate those matches so that we host them in the most fair location possible. We balance their latency needs and spin up the session on a server that’s as close to all the players as we can. And, by using servers with large capacity, we can do the heavy lifting so the player’s computer doesn’t have to.

Slapshot: Rebound

As with all sports, it’s important that every player is synchronized. Just like a first-person shooter, the players need to know exactly where they are. And every player needs a consistent latency. (Otherwise, the puck might end up in different places for different players.)

We choose locations based on low jitter. We not only make sure that the session is automatically hosted in a location that suits every player, but also change server locations and providers if there are any lag issues. So there’s zero interruption to the match itself.

Block n Load

First-person shooters need low-latency connections to make sure that every bullet is registered and that players can see one another, without snapping around the map. But there was an extra difficulty here: the players could change the map itself and build and destroy bases. That’s a lot of underlying physics (and a lot more data to send). A single mistake and a player could walk through a wall someone else had built.

For the matches themselves, we needed to make sure that players had low-latency connections. Otherwise, the players wouldn’t be able to hit one another. So our orchestration finds servers that are perfect for the match at hand. But we make sure to allocate enough capacity to memorize – and then synchronize – all the bases and defenses that players are putting down. And we do it all without significantly raising the cost for the studio.

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