

Game Development and Live Game Systems
Multiplayer backends, fantasy sports and iGaming platforms, token economies and live operations, built in Unity and Unreal by a team that has shipped the systems, not just the screens.
TRUSTED BY TEAMS
Sodio builds games and live game systems: multiplayer backends, authoritative game servers, fantasy sports and iGaming platforms, real money game infrastructure, token economies and live operations, built in Unity and Unreal by a team that has shipped the systems, not just the screens.
Most studios have strong game teams and no backend capacity, and that gap is where most of our work sits — authoritative servers, matchmaking, wallets, economies, anti-cheat and live operations. A game that ships without those runs for a month.
/// WHAT DECIDES WHETHER A GAME SURVIVES
The Game Ships. The Systems Decide What Happens Next.
Launch Is the Easy Part
What determines whether a game is still running in six months is almost entirely systems work, and it is the part most often under-scoped.
Economy Design
Currency, drop rates and pricing form a system players will optimise against far harder than anyone designs for. Most token and in-game economies fail the same way: rewards enter faster than they leave, value inflates away, and the players who arrived first exit with it. Sinks have to be designed before sources, and the model has to be tested under adversarial behaviour rather than expected behaviour.
Multiplayer Architecture
An authoritative server decides what actually happened while the client predicts locally so the game feels responsive. Trusting the client is what makes a game cheatable, and it is close to impossible to retrofit once the architecture assumes it.
Where Money Is Involved
Fantasy sports and real money games attract collusion, bot accounts and multi-accounting, and detecting any of it after a payout is too late. Those controls are part of the build, not a later phase.
Retention Is Measured in Days
D1, D7 and D30 decide whether user acquisition is viable at all, which means analytics instrumentation and live operations tooling have to exist at launch rather than being added once the numbers look wrong.
/// GAMING SOLUTIONS
Games and Game Systems We Build
Multiplayer Game Development
Fantasy Sports App Development
Hire Game Developers
iGaming Software Development
Real Money Game Development
Play-to-Earn Game Development
Game Development Services
Unity Game Development
Unreal Engine Development
Casual & Hyper-Casual Games
HTML5 & Web Game Development
Metaverse Development

///SHARED WITH SERVICES
Web3 and Blockchain Games
NFT assets, token economies and on-chain progression
Learn More
///AI FOR GAMES
AI for Games
Games generate more behavioural data than almost any other product. These are the models that attach to the numbers studios already watch daily: D1 and D30 retention, ARPDAU, match quality, cheat rate and content cost.
Player Churn & LTV Prediction
D1, D7 and D30 retention modelling with the intervention per cohort. This is the economics of mobile gaming.
Anti-Cheat & Fraud Detection
Bot, collusion and multi-accounting detection for money games, where the loss is direct rather than reputational.
Matchmaking & Skill Rating
Rating systems and match quality models that balance fairness, queue time and session length together.
Game Economy Balancing
Simulating currency, drop rate and pricing changes before they ship, rather than after players find the exploit.
Procedural Content Generation
Level, asset and variation generation that extends content life without extending the art budget.
NPC Behaviour & Dialogue AI
LLM-driven characters with memory, constraints and guardrails, built so they stay in the fiction.
Player Segmentation & Personalisation
Offer, difficulty and content targeting by cohort rather than the same experience for every player.
D1, D7 and D30 retention modelling with the intervention per cohort. This is the economics of mobile gaming.
Learn MoreBot, collusion and multi-accounting detection for money games, where the loss is direct rather than reputational.
Learn MoreRating systems and match quality models that balance fairness, queue time and session length together.
Learn MoreSimulating currency, drop rate and pricing changes before they ship, rather than after players find the exploit.
Learn MoreLevel, asset and variation generation that extends content life without extending the art budget.
Learn MoreLLM-driven characters with memory, constraints and guardrails, built so they stay in the fiction.
Learn MoreOffer, difficulty and content targeting by cohort rather than the same experience for every player.
Learn More///GAMING TECHNOLOGY
Engines and Technology We Work With
/// HOW WE WORK
How We Work on Game Projects
Loop and economy discovery
We establish the core loop, the economy, how money enters and leaves, and where players will optimise against the design. For money games we also establish which jurisdictions apply, because that shapes the build.
Free solution architecture
Engine choice, multiplayer architecture, backend and live ops design, economy model tested under adversarial behaviour, and a costed delivery plan. Yours to keep either way.
Vertical slice
One complete loop at production quality rather than a broad grey-box build. Enough to test whether the game is fun and whether the economy holds.
Production and live operations
Full build with analytics, live ops tooling, anti-cheat and content pipeline. Platform certification is scheduled rather than assumed.
///FEATURED CASES
Future-Proof Software for Your Business
At Sodio, we deliver mobile apps, web apps, blockchain (DApps), AI integrations, SaaS platforms, and custom software development. Our innovative solutions are scalable, secure, and user-friendly, designed to drive growth and efficiency, keeping your business ahead in the competitive landscape. Trust Sodio for your digital transformation needs.
Fantazy – Web3 Gaming
A blockchain-based gaming platform delivering immersive and decentralized gameplay.
/// FAQ
Frequently Asked Questions
Both, though the systems are where most of our work sits. Full-cycle development in Unity and Unreal, and separately the backend that games depend on — multiplayer servers, economies, matchmaking, live operations, wallets and analytics. Many studios have strong game teams and no backend capacity, and that is the most common engagement.
Considerably more than the game. Player accounts with KYC, a wallet with deposits and withdrawals, contest and prize engines, live data feeds for scoring, responsible gaming limits, and jurisdictional rules that vary by state or country. The collusion and multi-accounting controls are not optional either — where money is at stake, people will try, and detecting it after payout is too late.
With an authoritative server and client prediction. The server decides what actually happened, the client predicts locally so the game feels responsive, and the two reconcile when they disagree. Lag compensation makes hit registration fair across different latencies. Trusting the client is what makes a game cheatable, and it is close to impossible to retrofit once the architecture assumes it.
Yes, with constraints. The useful pattern is a model grounded in the character's knowledge, personality and the current game state, with hard limits on what it can say and a fallback to written dialogue when it goes out of scope. Unconstrained models break the fiction, leak information the player should not have, and occasionally say things you cannot ship. Latency and per-session cost also matter more here than in most applications.
By designing sinks before sources. Most token economies fail because rewards enter faster than they leave, value inflates away and early players exit with it. That means modelling the economy under adversarial behaviour before launch, building real currency sinks into the loop, and being willing to tell you when the economics do not work regardless of how good the game is.
Longer than most software of similar scope, and it depends on what you are building. A casual title with a defined loop can reach a playable build in weeks. Multiplayer, economies and platform certification extend it considerably, and console certification runs on the platform holder's schedule. We scope against a defined vertical slice rather than a feature list.
/// RELATED SERVICES
Related Industries and Services
Routes where scope overlaps with gaming.
/// GET STARTED
Start With the Loop and the Economy
Tell us the core loop, how money moves through it and what you want players still doing in six months. We will prepare a free solution architecture covering engine choice, multiplayer design, economy modelling and delivery phases, so you can judge the approach before committing.