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The Gamedev Server That Broke at 300 Concurrent Hunters and How We Fixed It

TL;DR AI

Key summary

2 min read
  1. A game server hit latency and scaling limits at around 300 concurrent hunters.

  2. Initial fixes like Redis, database, and pool tuning helped, but didn’t solve the core bottleneck.

  3. The real fix was replacing per-hunter coroutines with isolated stateless hunt_worker processes.

  4. Loot persistence moved to an event stream with delayed aggregation, cutting write latency and enabling much higher concurrency.

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