
Rift Duelists
2v2 rollback fighter — 64-frame delay budget across NA and EU regions.

The Studio

We start every engagement at the simulation layer — deterministic game loops, rollback prediction and lag compensation tuned before a single menu is designed. Our engineers have shipped fighting games, twitch shooters and auto-battlers where 60Hz consistency is the difference between a hit and a whiff.

Seasons, battle passes and events are only worth building if they stay fair. We instrument every economy with honest analytics, ship ranked ladders with transparent MMR, and roll updates behind feature flags so a bad patch never reaches your whole player base at once.
By the numbers
Titles shipped since 2016
Peak concurrent players served
Median ranked session length
Average day-30 retention
Selected work

2v2 rollback fighter — 64-frame delay budget across NA and EU regions.

Cross-play mobile RTS with authoritative server replays and 8-player lobbies.

Free-to-play shooter live-ops — six ranked seasons, zero rollback regressions.

Region-aware matchmaking service handling 40k queue requests per minute.

Portrait auto-battler with server-verified economy and daily live events.

Kernel-light detection layer with replay flagging for competitive integrity.
Capabilities
Fixed-scope engagements in Canadian dollars. Studio hours: Mon–Fri, 9:30am–6:30pm ET.
Deterministic simulation, input prediction and rollback for real-time PvP.
from CA$18,000 · 4–6 week engagement
Region-aware queues, skill-based MMR and autoscaling game servers on demand.
from CA$12,500 · 3–5 weeks
Server authority, replay verification and anomaly detection for ranked modes.
from CA$9,000 · 2–4 weeks
Seasons, battle passes and feature flags with honest economy analytics.
from CA$14,000 · 4 weeks
PC, console and mobile parity with shared save state and cross-play lobbies.
from CA$21,000 · 6–8 weeks
Managed closed betas, ranked ladders and live event broadcast support.
CA$4,200 / month retainer
Questions
Both. Roughly two-thirds of our engagements drop into an existing Unity or Unreal project to fix netcode, matchmaking or economy problems. We start by profiling your current build in our West Queen West lab, then scope a fixed-price plan before touching a line of your code.
We ship on Unity and Unreal Engine 5, plus custom C++ simulation cores when a game needs frame-perfect determinism. Targets include Steam, PlayStation, Xbox, Nintendo Switch, iOS and Android, with cross-play lobbies where the platform holders allow it.
Every capability on this page is a fixed-scope engagement quoted in Canadian dollars after a free discovery call. Larger multi-system builds are broken into milestones so you approve and pay per phase — no open-ended hourly billing.
Yes. Many clients keep us on a monthly retainer for seasons, ranked ladders and tournament support. We monitor concurrency, matchmaking health and economy balance, and we roll every update behind feature flags so a bad patch never hits your whole player base at once.
Our studio is at 57 Brookfield Street in West Queen West, Toronto. The core engineering and design team works on-site Eastern Time, and we collaborate with client teams across every timezone through shared build servers and daily replays.
Get in touch
Send us your game, your platforms and your timeline. We reply within one business day with next steps and a rough scope.