Don’t be fooled by their game’s cute graphics: the studio’s vision for Loftia’s multiplayer features were very ambitious from the start - particularly for a debut title. Those goals include solo-play alongside seamless online co-op, dynamic sessions that allow players to combine their houses, and large-scale social hubs shared across hundreds of players.
Our team recently caught up with Eric Mallon, the co-founder and CTO of Qloud Games, and he gave some insight into the key choices and challenges they faced while building out their game’s architecture. Keep reading to learn how Qloud Games used Epic Online Services (EOS) and Hathora to give their small team the power to execute a big vision.
To achieve their ambitious goals with a small indie team, Qloud leaned on third-party tools rather than building tools themselves. As Eric explains, choosing a game engine was an easy call.
“Unreal Engine 5 was so easy to work with, with so much development pushed into it,” he says. “There really wasn’t another choice for us. [UE5] is easy to hire for, has tons of plugins, and has cross-platform support.”
Beyond the game engine, Eric was quick to explore the essential online services that would make their cozy MMO possible. Nearly one and a half years prior to their first alpha playtest, Qloud was already using both Epic Online Services and Hathora to enable their team’s remote playtests.
“Epic Online Services and Hathora were both easy to get started with,” says Eric. “What’s even better is that both have been flexible to build upon as well.”
“We were always confident in our team’s engineering talent and abilities to build our own backend system,” he says. “But being a small team, I knew we would want to use existing tools to handle time-intensive tasks like cross-platform player authentication and scalable server hosting.”
Cross-platform player authentication was a feature Eric knew would take a lot of developer time to implement well, and Epic Online Services had a polished, free solution that made it easy to start with. Over time, Qloud has continued to take advantage of even more of Epic Online Services’ modular features, such as session management and voice chat.
As for server hosting, Eric and his team had the experience to understand just how much work it takes to build and maintain such a system—which often requires a separate team dedicated to maintaining and monitoring it in real time—and that this was not something Qloud had the luxury of doing for Loftia.
“Hathora was really quick to set up and it’s specifically built for gaming,” says Eric. “It’s great that we don’t have to directly manage EC2 instances, because we have a million other things that we need to be focusing on.”
Using Epic Online Services’ free solutions was a no-brainer for the Qloud CTO and his team, and with hundreds of games launching with EOS, serving almost a billion players worldwide, Eric felt confident in the services’ ability to scale sustainably. “Early ramp-up costs are just as important as the end-scale costs, especially for indie teams like us,” says Eric.
Game servers, on the other hand, are notoriously one of the most expensive costs of running a multiplayer game. Hathora’s usage-based pricing was immediately attractive to Eric. That, plus Hathora’s ability to offer low-cost bare metal servers seamlessly with cloud burst, gave Eric the confidence that their server costs would be sustainable during early development, testing, and for launch.
Loftia servers have been steadily running on Hathora for nearly two years, from early internal testing all the way to Loftia’s most recent alpha playtest with over 10,000 early backers. Throughout, Epic Online Services has provided the architecture’s backbone, enabling users to seamlessly connect, match, and play across platforms.
“It’s comforting for me to know that both Epic Online Services and Hathora will enable Loftia’s costs to scale favorably at launch and beyond,” says Eric