Where the backend starts and the game server ends
Most online games involve several layers with different responsibilities: the game client, a real-time game server that simulates the match, application services that handle sessions, players and persistent data, a database, and the observability tooling that tells operators what is happening. Problems appear when these boundaries are implicit and every layer depends on the internal details of the others.
We start by drawing those boundaries for your game: which state is authoritative in the match, which data must survive it, which calls the client makes, and which operations the team must be able to perform without a developer present. The result is an architecture document with explicit contracts rather than a diagram that only the original author understands.
- Client, game server and service boundaries
- Authoritative versus persistent state
- Versioned client–backend contracts
- Architecture document your team can maintain
