I'm Alex, a solo indie dev building a portfolio of web games - with Poki as my main publisher - and betting on one niche: online multiplayer in the browser.
Make Brainrots Online was experiment #1. The tech stack, the CCU targets, perf optimizations - all of it is groundwork for what's next.
Follow if you care about:
- web gamedev (ThreeJS, PixiJS, BabylonJS, Bun, WebSockets)
- publishing on Poki (self publishing as well)
- solo dev building a real business
Continue working only my web game analytics tool webgamespy:
- Added CCU counters to the cards.
- Fixing gaps for missing data
Check it out webgamespy.com
PS any ideas are welcome
I'm really thinking about picking @defold for GTA like game to support cross platforms(PC + mobile + web+ consoles)
Unity really sucks at web builds(pure support, perf) and defold's HOT Reloading feature is awesome.
Time to ask codex to build a small prototype...
What I want to build?
- Yet another RP game with "open world": professions, quests, jobs, cars. Main goal is to build 3d RP game for web with ability to publish on "native" platforms. Unfortunately JavaScript-based game has a shitty perf on mobile via cordova/capacitor.
- large terrain with chunk/objects streaming from the server. LOD.
- server side on c++(or Odin?)
- networking: multiple protocols(tcp + web sockets), im not sure about protobuf. I think now Agents are capable at writing binary protocol.
- simple physics(box3d for defold?)
- postgres(single thread for writing, probably with in memory cache for player's/world data)
- up to 100 players per world.
Updating my service for web games analytics in the background with codex.
Added CCU counts(for poki)
Added Youtube Playables
@astrodotbuild + @bunjavascript
"THE METRIC you deserve!" 😂
Users aren't just leaving. They're taking other users with them. Its win!
#indiedevlife #justajoke #reallycrazygames
I really wish Bun will replace ansible/terraform in near future. So any deployment should be as easy as “bun deploy”.
As soon as you start adding physics/pathfinding/buffs/spells the numbers go down pretty fast.
50k net entities is a good number.
Alex So retweeted
just finished my multiplayer system in C and turns out we can support 50k players in a single server at 60hz simulation tick
of course not much happening on this demo but pretty sure we could support Fortnite level gameplay at 10k players.
Published a few games on @wavedash
This one was shown in Recommended section 😬 Web version of Unturned
wavedash.com/games/just-surv…
It’s time to add built-in patch checker to runtimes like node/bun to notify users(or even self updates) about critical issues.
(Bun already shows you a new version availability)
I mean developers run programs every day and would be nice to see red warning “update it immediately”(with opt out option for emailing)
I spend all day yesterday building my app and only “discovered ” php/quick/etc drama later in the night.
Or even fable 6.



















