Post by Tom Penrose

Helping game developers build, launch and run multiplayer games @ Multiplayer Wizards | Ex Unity Ex Multiplay

Every CTO I know has faced this moment. The game’s shaping up beautifully. The team’s firing on all cylinders. Then someone asks, “So… who’s actually going to keep all the servers running when we launch?” I've jotted down a few words about the options, the trade-offs, and why the answer isn’t always as binary as it seems. Let me know what you think! Are there any options I've missed? P.s I'm at #Gamescom2025 if you want a natter, any advice, or if you simply want to nerd out on shipping multiplayer games!

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