A hacking-simulation game used by 1,000+ players
Ubisoft needed a hacking-simulation game for an internal-and-community-facing initiative: realistic terminal mechanics, branching missions, shared sessions, and a UI that felt like a real intrusion — not a quiz. The catch: they needed it production-grade and stress-tested for thousands of concurrent players before launch.
We shipped the game end-to-end in six weeks. A custom terminal engine, mission scripting DSL, a multiplayer backend on WebSockets with sub-60ms round-trips, and a level editor the Ubisoft team uses to author new missions without touching code. Over a thousand players ran through it on launch week.
“LeoStars built in six weeks what we would have scoped for half a year. The multiplayer just worked — and the level editor means we keep shipping content.”Producer, Ubisoft
20 minutes.
No deck. No demo.
Tell us about the workflow you'd automate first. We'll tell you whether it's worth it — even if the answer is no.