
Browser-First Gaming Engine
Look, we started with Flash back in 2018. That aged well, right? By late 2019 we'd rebuilt everything in HTML5 canvas with WebGL support. Not because it was trendy—because Flash was literally dying.
The current setup uses a canvas rendering pipeline that handles 60fps on most devices from 2020 onwards. We're using Web Workers for game logic to keep the main thread responsive. Sometimes it still stutters on older phones.
Responsive Canvas System
Games resize without reloading. Took us eight months to get right because mobile Safari has its own ideas about viewport units.
Asset Streaming
Progressive loading means games start faster. We compress textures down to reasonable sizes—learned that lesson when someone tried playing on hotel WiFi.
State Persistence
Your game progress saves locally and syncs when possible. Lost connection mid-game? You'll pick up where you left off, usually.
Who Builds This Stuff
Small team, been together since 2021. We argue about framework choices more than we probably should, but the platform stays stable.

Denzil Thackston
Rewrote our rendering pipeline three times before getting it right. Has strong opinions about which compression algorithm to use. Once spent two weeks debugging a timing issue that only appeared on Tuesdays. Turns out server logs weren't accounting for timezone properly.

Raynard Kemple
Handles backend infrastructure and database optimization. Migrated us from MongoDB to PostgreSQL in 2023 after one too many scaling issues. Still maintains we should've done it sooner. Writes documentation that people actually read, which is rare.
How We Got Here
Started as a weekend project, turned into something people actually used. Here's the messy journey from prototype to production platform.
Complete Architecture Redesign
The Flash-to-HTML5 conversion wasn't cutting it. We essentially rebuilt from scratch using a modular approach. Split game logic, rendering, and state management into separate concerns. This let us update components without breaking everything else. Deployment was still scary though.
Mobile Optimization Push
Realized 60% of traffic was mobile and our games ran like molasses on phones. Implemented texture atlasing, reduced draw calls, rewrote touch controls from scratch. Tested on twenty different devices. The iPhone SE from 2020 became our benchmark—if it runs there, it runs anywhere.
Real-Time Features & WebRTC
Added live leaderboards and social features using WebSocket connections. WebRTC handles peer updates for competitive modes. Had to build our own connection recovery system because networks drop more often than you'd think. Planning to expand this in Q3 2025 with more interactive community features.
Real Numbers From Production
Average load time is 2.4 seconds on 4G connections. We serve assets from CDN nodes in Singapore and Kuala Lumpur. Game state updates happen in under 100ms most of the time.
Database queries average 45ms. We cache aggressively but invalidate smartly. Server uptime in 2024 was 99.7%, which sounds impressive until you calculate the downtime. We're working on it.


How We Actually Build Features
Weekly sprints with daily standups that actually stay under fifteen minutes. We use Git for version control, run automated tests before deployment, and still manage to break production occasionally. Code reviews happen in pull requests where we argue about variable names more than we should.
Testing happens on staging servers that mirror production. We've got unit tests, integration tests, and end-to-end tests. Still catch bugs in production though—users find edge cases we never imagined. Our monitoring alerts us within minutes when something breaks, usually while we're having lunch.
Want To See The Platform In Action?
Technical requirements page has the full specs on browser compatibility, device support, and connection speeds. Or just try the games—that tells you more than any spec sheet.
Check Technical Requirements