The Gamedev Server That Broke at 300 Concurrent Hunters and How We Fixed It
TL;DR AI
2 min readKey summary
A game server hit latency and scaling limits at around 300 concurrent hunters.
Initial fixes like Redis, database, and pool tuning helped, but didn’t solve the core bottleneck.
The real fix was replacing per-hunter coroutines with isolated stateless hunt_worker processes.
Loot persistence moved to an event stream with delayed aggregation, cutting write latency and enabling much higher concurrency.
