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

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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