Insurgency Sandstorm
Sandstorm Scales Up with LiveOps and Crossplay
What we do
Any engine, any platform, 160 senior and mid-level game engineers
Entire LiveOps cycle, regular content updates and seasonal expansions
A range of art styles. Characters, environments, concept art, animation
Purpose-built to help you resolve technical problems quickly
Past-gen consoles, Nintendo Switch, mobile. Fixed cost porting services
Purpose-built to help you resolve technical problems quickly
How we work
Have questions?
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A Co-Op Roguelike Gets Console Polish and Multiplayer Fixes
nominations
sold
on Steam
8/10
“The transition to 3D gameplay has been pulled off flawlessly, and the sheer diversity of gameplay options combined with the strong online multiplayer ensure that this is one you'll keep coming back to for quite some time.”
10/10
“One of, if not the best, Rougelikes on Switch, if not ever. It perfectly combines the Shooter Genre with Rougelikes that gets the best from both allowing for one of the most addictive and satisfying gameplay loops that gaming can offer. ”
9/10
“Risk of Rain 2 is a superb shooter. The gameplay is so diverse. Runs get increasingly harder, but the pacing is exceptional.”
8.5/10
“Risk of Rain 2 is fast, fluid and a lot of fun. This is amplified vastly in multiplayer, which works flawlessly and is very enjoyable. If you enjoy roguelikes you will enjoy Risk of Rain 2.”
Risk of Rain 2 is a fast-paced third-person roguelike where players fight through hordes of monsters, unlock new loot, and escape alien planets, alone or with friends. Released in 2019 by Hopoo Games and published by Gearbox, the game quickly earned a passionate fanbase for its dynamic combat and addictive multiplayer.
Client
Solution
Engine
Platforms
Partnership timeline
Devoted Studios brought Pingle on board to help improve Risk of Rain 2’s multiplayer experience on consoles, a key part of the game’s appeal. Over 6 months (plus a bug-fixing phase), Pingle’s team reengineered the networking systems, optimized performance for PS4, PS5, Xbox One, Xbox Series X|S, and Nintendo Switch, and ensured stable multiplayer within each platform ecosystem.
Devoted Studios found the console multiplayer unstable and laggy, so they asked Pingle to rebuild it from the ground up.
Here’s how we turned a fragmented system into smooth cross-platform multiplayer.
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The original online architecture was unstable. It was platform-dependent, full of legacy code, and difficult to manage across consoles.
So we started with a clean-up. We audited the entire codebase, removed outdated components, and rebuilt a multiplatform online architecture based on the Steam model. It worked across all target platforms (PlayStation, Xbox, and Steam) with custom tweaks for each.
Xbox multiplayer rebuilt from scratch due to outdated XDK implementation
Legacy PlayStation code debugged and optimized to remove performance bottlenecks
Platform-specific online features unified under a single architecture
To future-proof the game and enable multiplayer features, we needed a backend that worked out of the box with Unity and all major consoles.
We chose Microsoft’s PlayFab. Its stability, documentation, and console compatibility made it the clear winner. It enabled us to integrate core features like matchmaking, voice chat, and party management without reinventing the wheel.
PlayFab rolled out to support all multiplayer functionality across platforms
Enabled plans for future crossplay by bypassing platform-locked systems
With multiple teams working in parallel, testing multiplayer became a bottleneck. Quickplay lobbies overlapping, testers stepping on each other’s toes, in one word – chaos.
So we added a simple feature: unique lobby IDs based on local file names. That allowed us to isolate test environments and run multiple sessions simultaneously without interference.
Custom MP sandboxes reduced testing time from 5 hours to under 1 hour
Merge conflicts and test queues have cut down drastically
The existing asset packaging tool bundled unused textures and models, bloating the build and slowing down deployment, especially for Nintendo Switch. Each asset change used to take several hours to process, delaying iteration and risking certification issues.
We redesigned the tool with a better UI, faster asset filtering, and smarter packaging logic. As a result, change time dropped from hours to just 40 minutes, enabling faster builds and cleaner deliveries.
Build size and junk files reduced significantly
Tool reused for future optimization work across platforms
Unity’s built-in performance tracking tools weren’t sufficient, especially when working across multiple consoles with platform-specific bottlenecks. So we developed a custom in-house plugin.
It gathered data on FPS, CPU, and GPU load directly from each console, cross-referenced it with QA feedback, and presented it all as visual reports for the client.
Real-time metrics helped track optimization progress over time
Clear performance charts and test scenes showcased results to stakeholders
From technically demanding titles to stylistically unique games, we've helped dozens of developers scale their games’ success on new platforms. In record times.
We‘ll gladly discuss your brand, business goals, and tasks. After submitting the form, we will contact you within 24 hours.
Olga Chernova