REAL-TIME MULTIPLAYER GAME

Last Peg Lose — read the board, run the play.

A real-time multiplayer 2D skirmish game built on a low-latency WebSocket architecture, with guest and JWT authentication and a Postgres data layer sized for real concurrent sessions.

Web — Live Android — Live ↗ iOS — Pending App Store Review
THE CHALLENGE

A real-time multiplayer game needed to feel instant — at anything over ~150ms of lag, a skirmish game stops feeling like a skirmish and starts feeling like a queue.

THE APPROACH

Built a low-latency WebSocket architecture from the ground up, with guest and JWT authentication so players can jump in without friction, and a Postgres data layer (via Neon + Drizzle) sized for real concurrent game state.

THE RESULT

Live, multiplayer, and running on web and Android — with iOS in App Store review — the state machine holds under real concurrent sessions, not just a demo lobby.

ReactExpressWebSocketDrizzle ORMNeon PostgresRailway