Technology

Built first for our own production problems.

These are the systems we built because the games demanded them: transport, deterministic simulation, fixed-point math, and runtime animation that can hold up under real project pressure. Some are ready to license; some are better suited to a careful technical conversation first.

Discuss licensing

Licensing Ready

Ready to discuss with teams that already know what they need.

Licensing Ready

Desarius.Fireball

Client/server networking protocol and transport layer for Unity multiplayer games, including mobile builds where transport behavior matters.

  • Unity projects, including mobile, that need a controlled networking layer for gameplay traffic.
  • Multiplayer games where packet shape and channel behavior are part of the design.
  • Authoritative host/client architectures that need predictable transport behavior.
Explore Fireball

Licensing Candidate

Working in our stack and close enough to review with the right partner.

Licensing Candidate

Desarius.Legion

Massive deterministic simulation engine for Unity DOTS/ECS, designed for up to 64 players and 100,000+ active units at 15 Hz.

  • Large-scale strategy, tactics, 4X, battlefield, and simulation-heavy games.
  • Games with massive AI armies, factions, or crowds that need shared rules.
  • Multiplayer projects where replay, checksums, and desync tooling are not optional.
Explore Legion
Licensing Candidate

Desarius.Relay

Standalone .NET relay server for teams that need Fireball-style sessions to be discoverable and reachable.

  • Games that need a lightweight relay and listing service around Fireball sessions.
  • Hosted or peer-hosted multiplayer where clients need help finding a live server.
  • Internal playtest infrastructure where sessions should be easy to spin up and inspect.
Explore Relay

Partner Preview

Useful to talk about early, especially if your project has similar constraints.

Partner Preview

Desarius.Nexus

Encrypted UDP networking package for Unity projects that need security and delivery behavior designed together.

  • Unity multiplayer projects that need encrypted UDP transport from the start.
  • Games that need more traffic shapes than a simple reliable/unreliable split.
  • State-sync heavy games where sequenced-unreliable traffic matters.
Explore Nexus
Partner Preview

Desarius.Bitstream

Deterministic fixed-point math stack for Unity DOTS projects that cannot afford platform drift.

  • Deterministic multiplayer simulation.
  • Lockstep games where cross-platform numeric consistency must be boring.
  • DOTS/ECS projects that need fixed-point transforms and math without a foreign API shape.
Explore Bitstream
Partner Preview

Desarius.Phalanx

VAT and BAT animation baking and playback for Unity 6 DOTS/ECS projects with far too many animated units.

  • Massive animated crowds in strategy, simulation, or battlefield-scale games.
  • DOTS/ECS projects where Animator or per-character skinned animation is too expensive.
  • Games that can trade runtime flexibility for GPU-friendly baked playback.
Explore Phalanx