The engagement

Client: Nyravorn

Status
Built end to end by Clouditive
Timeline
286 commits in 2 days

What did Clouditive build for this online RPG?

Every figure comes from the game's repository, its smokes and its simulations.

Clouditive built the game in 286 commits over 2 days: the Unity 6 client, the authoritative Java 25 server on PostgreSQL 18, a Tauri launcher with verified updates and 37 versioned protocol contracts. 39 end-to-end smokes run real Unity players and read their state back from PostgreSQL after restarting both servers, and 16 player flows pass in both worlds. Trading held through 40 parallel sells with counter, ledger and balance equal.

  • 39end-to-end smoke tests

    39 end-to-end smokes with real Unity players, reading state back from PostgreSQL after restarting both servers

  • 286commits

    286 commits in 2 days

  • 40parallel sells

    Dupe-proof trading: 40 parallel sells, with counter, ledger and balance equal

Also on record

  • 16 player flows passing in both worlds
  • 37 versioned protocol contracts between client and server
  • Encrypted scheduled backup with a 13 s restore drill
  • Simulations: 0 duplicate builds in 10,000 and 0 duplicate full gear sets in 1,000,000

What we did, by area

Areas of work

  • Game design
  • Server and architecture
  • Economy and data integrity
  • Game AI
  • Client and launcher
  • QA automation
  • Backup and restore
The game

Two worlds, one login, and an economy that can't be duplicated

Players sign in once and choose between two isolated worlds: Vorn Covenant (x1) and Nyra Covenant (x10). They form parties and clans, run quests, fight in PvP and enter tournaments.

Combat and raid encounters adapt to the players without a language model. Every trade goes through a transactional ledger, so an item or a coin can't be copied. A launcher installs the game and verifies each update before it runs.

Game design

A 12-chapter game bible, checked by simulation

The game bible runs to 12 chapters. Simulations check the design before players do: 0 duplicate builds in 10,000 and 0 duplicate full gear sets in 1,000,000.

The game's data corpus is sealed by hash, so any change to it shows.

Server and architecture

An authoritative Java 25 server and 37 protocol contracts

The server decides what happens in the world, and the client presents it. Two isolated worlds sit behind one login server, and client and server speak through 37 versioned protocol contracts. State lives in PostgreSQL 18.

Economy and data integrity

A value ledger that 40 parallel sells couldn't break

Every movement of value is written to a transactional ledger and never edited. Trading was hit with 40 parallel sells, and the counter, the ledger and the balance came out equal.

Game AI

Adaptive combat and raid AI, without a language model

Combat and raid behaviour runs on versioned policies. A new policy is compared with the current one on paired seeds, and a policy can be rolled back.

Client and launcher

Unity 6 with UI Toolkit, and a launcher with verified updates

The client runs on Unity 6 with UI Toolkit and builds headless in batch mode. A Tauri launcher delivers the game and verifies every update.

QA and SRE

39 end-to-end smokes and a 13 s restore drill

39 end-to-end smokes start real Unity players, restart both servers and read the players' state back from PostgreSQL. 16 player flows pass in both worlds.

Backups are encrypted and scheduled, and the restore drill brings the data back in 13 s.

Stack

  • Unity 6
  • UI Toolkit
  • Java 25
  • PostgreSQL 18
  • Tauri
  • Linux

Services used

The services behind this work.

In the client's words

Clouditive built our game from zero with us: the Unity 6 client, the authoritative Java 25 server, the launcher and a value ledger that held through 40 parallel sells. 39 end-to-end smokes play the game with real Unity clients after restarting both servers.

GamingCTO

Published with the client's approval.

Frequently asked questions

What is the game?

An original online RPG in an anime art style, with two worlds behind one login: Vorn Covenant (x1) and Nyra Covenant (x10).

What did Clouditive build?

All of it: the game bible and simulations, the Unity 6 client, the authoritative Java 25 server on PostgreSQL 18, the value ledger, the game AI, the Tauri launcher, the smokes and the backup and restore drill.

How is the economy protected from duplication?

Every movement of value goes through a transactional ledger and is never edited. 40 parallel sells left the counter, the ledger and the balance equal.

How is the game tested?

39 end-to-end smokes run real Unity players, restart both servers and read state back from PostgreSQL. 16 player flows pass in both worlds.

Does the game AI use a language model?

No. Combat and raid AI runs on versioned policies, compared on paired seeds, with rollback.

Why is the server authoritative?

So the server, not the player's machine, decides what happens in the world; the client presents it.

How are backups handled?

Backups are encrypted and scheduled, and the restore drill brings the data back in 13 s.

Which stack does the game use?

Unity 6 with UI Toolkit, Java 25, PostgreSQL 18 and Tauri, with headless batch builds and Linux smokes.

Tell us your case.

We reply to every request within 1 business day. We sign an NDA before the call if you ask.