We make industry-changing technology for game studios.

The Sold Soul

The most amazing achievement of the computer software industry is its continuing cancellation of the steady and staggering gains made by the computer hardware industry.
-Henry Petroski

Modern software has perfected the alchemy of turning technical simplicity into profitable complexity. Cloud platforms' 'service catalogs' are just the most visible monuments to feature bloat, where each new abstraction layer serves more to generate invoices than solve problems. But this pattern repeats everywhere: frameworks that require entire teams to maintain, 'modern' build systems that need their own debugging tools, applications whose documentation reads like arcane manuscripts.

We've built empires not on enabling innovation, but on ensuring that escape from our ecosystems becomes costlier than enduring their inefficiencies. Even our simplest tools now arrive wrapped in layers of dependency management, configuration, and orchestration - each layer adding more cognitive overhead than computational value. The industry has mastered the art of turning two-line solutions into two-thousand-line 'architectures', where every attempt at simplification paradoxically requires another layer of complexity to manage.

The software industry's greatest achievement isn't technical innovation - it's convincing everyone that simple problems require complex solutions. We've built cathedrals of complexity where garden sheds would suffice, then congratulated ourselves on inventing cathedral maintenance as a service.

A Destructive Rebellion

Every act of creation is first an act of destruction.
-Pablo Picasso

Engineering is often framed as the practice of working within expected constraints. But true technical artistry begins by destroying these inherited boundaries - recognizing that many 'constraints' are merely calcified expectations wrapped in frameworks and best practices. Each act of technical creation must first tear down these comfortable patterns, these layers of convenient bloat that mask simplicity behind complexity.

As artists, our medium is compute, throughput, and time - not because these are limitations to be fought against, but because they're the raw materials of our art form. By stripping away the artificial constraints of modern tooling, we reveal the elegant simplicity beneath. This requires us to operate as both destroyers and creators: to understand the rules intimately enough to know which ones are real constraints of our medium, and which are merely inherited assumptions waiting to be dismantled.

It's a fundamental shift that transforms bloated expectations into blank canvases, where technical creation begins with the courage to destroy accepted patterns and rebuild from first principles. True innovation emerges not from adding more layers, but from having the audacity to strip them all away and start anew.

Designing a Solarium

Architecture should be designed for the way people actually live, rather than the way architects want them to live.
-Jane Jacobs

A solarium is designed with a singular purpose: to create an environment where life thrives. Its architecture serves as a vessel for growth, carefully balanced between protection and exposure, structure and space. This is precisely how we approach infrastructure for gaming - not as a collection of services to be managed, but as an environment crafted to nurture virtual worlds.

While we are not remaking the universe, we are making our own foundations. This starts with low-level solutions purpose-built for high-performance, efficiency, and scalability. To build a future for large-scale game worlds, we need to first make sure it can exist. These are basic things like a specialized hypervisor, low latency networking, hardware deployments where players are, build pipelines, and other long-term tools. Growing large-scale virtual worlds requires a lot of forethought and planning.

We are building these foundations so you don't have to.

Holding Space for Life

Spaces have power. They change how we feel, and how we feel changes what's possible.
-Sarah Susanka

Our foundational products are our most important building blocks, so we must ensure we can grow ourselves on top of them before we can entice you to grow on top of us. This foundation means we are the first to find the cracks, to find the weaknesses, and the first to validate the use cases.

We want to be able to spread and migrate multi-server game worlds across regions to meet players where they are. This means we need next generation networking able to handle the load and latency requirements of moving workloads across thousands of miles. We want to provide a globally available storage solution for in-engine storage. Low latency cross-region storage access requires strict design principles and comprehensive performance requirements.

If you can stream real-time metrics, analytics, and world storage, what kinds of games will you build? Would you use any engine? Would it change the narrative of what you think is possible?

Journey to the Center of the Earth

Our goal is to make a server fabric capable of handling 250,000 players in a real-time, persistent, unified world instance. To reach this goal takes technology, time, and unfortunately: money. To do this, we have a high-level product roadmap that allows us to sell the tools we are using to build the technology. Our tools won't be for everyone, and that's okay. They're designed to help us reach our goals.

Initial Product Roadmap

Each of these products are a foundational building block that allows us to reach our goals.

CesiumDB

This is our core data storage solution, designed from the ground up for performant persistent storage. It is an LSM-tree, similar to RocksDB, and will be our first fully open source solution. Why "CesiumDB"? Well, it is a database and cesium is used for atomic timekeeping. Plus, the name wasn't taken and it sounds cool.

Never doubt the rule of cool.

Atlas

Our custom-built hypervisor. It has integrated time synchronicity, virtual machine migration, and other automation constructs. While not open source, it will be free for small deployments and available for purchase in the future. All of our internal and external infrastructure will be running on top of Atlas once we can afford the hardware at that scale.

Pleiades Data Mesh

Our globally-available, low latency data mesh designed for real-time workloads. It is the low-level storage engine that many of our future products will be based on. It is a monolithic key-value store. Internally it will be used to store customer data and help manage our infrastructure, so we'll be consuming it ahead of time before it is available to you.

It will be available as an API in the future.

Going to Market

While all of the products are primarily designed to be internal products that we build a game development tooling studio on, we still need to be able to be sustainable. In the short-to-mid term, we will be selling our hypervisor when it's ready, and hosted game servers on top of our infrastructure.

Initially, our hosting products are targeting games like Minecraft, Ark: Survival Evolved, and Valheim. We want to be able to host them in localized data centers using our own hardware with our own hypervisor. This allows us to begin building on top of our infrastructure and validating large-scale assumptions that we've made. While it's not specifically designed for non-gaming use cases, our hypervisor does have real-world applications that many would likely be interested in.

So we will be spending some time finding that market as a way for us to have a diverse portfolio of income.

Timelines

Our timelines are based primarily on our ability to test and deliver our software as a stable release. It will be ready when it is ready.

To give a more concrete answer, the initial release of CesiumDB is being targeted for the first quarter of 2025 and Atlas' initial release is targeted for the second half of 2025.

We don't sacrifice quality to meet arbitrary dates.

Thank you!

With love,

Sienna
Founder & CTO