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ObsidianCraft Network

Scaled from 50 to 2,000 concurrent players with custom load balancing.

ObsidianCraft Network interface

The challenge

The network was crashing at peak weekend traffic, with tick rates dropping below 8 TPS and players timing out during events.

What we built

We split the world into four dedicated node instances behind a Velocity proxy, moved player data into a Redis cluster, and pinned each instance to isolated high-clock cores.

2,000+
Concurrent players
19.9
Average TPS
0
Crash incidents

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