A cross-platform PC and VR action adventure game — three multiplayer modes, four playable characters, live on Steam
A comically dark action adventure game built for PC and VR simultaneously — with a 3v3 online battle arena, a cross-platform co-op campaign, and a four-team territory conquest mode. VR and PC players share the same servers, the same matches, and the same world.
Three game modes, two platforms, one multiplayer infrastructure — and VR and PC players in the same match
PC and VR players in the same match
VR players use physical movement and gesture-based input. PC players use keyboard and mouse. Balancing these fundamentally different input models so neither side has an unfair advantage — while keeping the experience feel native on both platforms — was the core design and engineering challenge throughout.
Three game modes with different network requirements
A 3v3 MOBA, a co-op campaign, and a four-team territory conquest mode each have different session structures, player counts, win conditions, and network demands. Building a multiplayer infrastructure that handled all three reliably without separate backend systems required careful architecture from the start.
Four characters with distinct ability systems
Each playable character needed a unique set of abilities, animations, and interaction behaviours that worked consistently across both PC and VR — and balanced against each other in competitive play. Character feel and balance required extensive iteration throughout development.
A living world with territory and faction systems
The Architects Conquest mode required a persistent territory system — clans competing to control zones, with outcomes that carried meaning beyond a single match. Building that layer on top of the core game systems without overcomplicating the player experience required disciplined product thinking throughout.
From matchmaking to conquest — three ways to play, one world
Keeping PC and VR players in sync — across three different game modes
Unreal Engine 5 gave the team the rendering capability the game needed — Nanite for environment detail, Lumen for dynamic lighting across the island environments — but the cross-platform multiplayer layer required significant custom work on top of the engine's built-in networking. VR and PC clients send fundamentally different input data, move through the world at different speeds, and render from different perspectives. Reconciling those differences server-side without introducing latency or desync that affected competitive fairness was one of the hardest sustained engineering problems on the project.
The three game modes share a multiplayer backend but have completely different session lifecycles. The 3v3 MOBA has a defined end state — destroy the opposing base. The co-op campaign is progression-based with checkpoints. Architects Conquest is persistent territory management across multiple sessions. Building a session and state management system that handled all three correctly — including reconnection, abandonment, and territory persistence — without each mode requiring its own separate infrastructure was the architectural decision that shaped the most development time.
Every session runs the same cross-platform cycle
Three modes, four characters, one world — built for players who want more than a single way to compete
3v3 MOBA — destroy the opposing base
Two teams of three fight to take down the towers protecting the opposing team's base. Cross-platform — PC and VR players in the same match. Each character brings a different strategic role. Fast, structured, and different every time.
Cross-platform co-op — VR and PC together
The campaign was built specifically so VR players and PC players could play together — not in separate sessions. Discover the island's world and lore cooperatively, with each platform's controls feeling native rather than compromised.
Four-team territory conquest
Four teams of three compete to control territories and the powerful creatures within them. A persistent faction and territory system gives outcomes meaning beyond a single session — clan loyalty and conquest history carry forward.
Four playable characters, each built differently
Magic, mischief, military power, and creature control — four characters with distinct abilities, animations, and interaction systems, each balanced against the others across all three game modes and both platforms.
Live on Steam. PC and VR players in the same matches. Three game modes at launch.
Building a multiplayer game that needs to work across platforms — and feel right on all of them?
We've shipped cross-platform multiplayer between PC and VR with three distinct game modes from a single infrastructure. If your game has real technical complexity underneath the design, that's exactly the kind of build we take on. Let's talk.
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