Top Mistakes Indie Devs Make When Scaling Multiplayer Systems

Multiplayer games are more popular than ever in 2025 โ€” but for indie developers, scaling multiplayer systems remains one of the most complex, error-prone, and expensive parts of shipping a live product.

From laggy matches to ghost players and broken progression, many issues stem not from bugs โ€” but from architectural mistakes made early on.


โš ๏ธ 1. No Separation of Game Logic and Netcode

Hardcoding game mechanics directly into networking layers creates a fragile mess. If your shooting mechanic is tightly coupled to packet arrival, expect bugs when latency spikes.

Solution: Design network-agnostic game logic first. Then wrap your netcode around it using state replication, RPCs, and prediction buffers.


๐ŸŒ 2. Skipping Dedicated Server Planning

Too many indies launch with peer-to-peer or host-client without considering future scale. Then they hit 10k+ CCU and canโ€™t scale without rewriting everything.

Solution: Use dedicated servers from day one (even if simulated locally). Services like Photon Fusion, Exit Games, and PlayFab offer scalable hosted infrastructure.


๐Ÿง  3. Ignoring Sync Drift and Authority

When multiple players interact with shared objects (like enemies or loot), desync is inevitable unless ownership and authority are clearly defined.

Best Practice: Only one client should control a shared object. Others should receive updates โ€” not send changes. Use lock-step or server authority where appropriate.


๐Ÿ›  4. No Testing at Realistic Scale

It works with 2 devs? Cool. But what about 64 players? Or 1,000 concurrent? Without stress tests, you’re guessing.

  • Use Unityโ€™s Netcode for GameObjects (NGO) Load Testing
  • Automate bots with replay scripts
  • Test packet loss and latency spikes using tools like Clumsy or WANem

๐Ÿ—ƒ 5. Skimping on Save and Reconnect Logic

Players expect session reconnection, inventory persistence, and match reentry โ€” even in casual games. Donโ€™t treat this as โ€œextra.โ€

Tip: Use distributed backends like Firebase, Satori, or your own Redis + Lambda stack for player state sync.


๐Ÿ“ฌ Final Thoughts

Multiplayer is not just netcode โ€” itโ€™s matchmaking, session management, latency handling, and data scale. Start small, modular, and intentional. Build for 1v1, then 2v2, then 4v4 โ€” before you dream of 100-player servers.


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