LOCKSTEP Game Studio

LockStep
Game Studio

Tackling one of the most daunting challenges in game development—physics networking—we are building from the ground up a cross-platform, deterministic 3D physics engine for lockstep networking in mobile and PC games, coupled with a highly efficient cloud-based game server application.

1,000+

Physics Bodies Simulated and Synced Over Network

Cross-Platform

Android, iOS, Windows & Web Play

Cost-Effective

Cloud Servers (AWS, Azure, GCP, DO)

Multi-Genre

Fast-Paced Arcade, Sports, Racing, Fighting, RTS & More

Building Next-Generation Multiplayer Experiences

Lock Step Game Studio is a technology-driven game development startup building the next generation of multiplayer experiences through deterministic simulation.

At the core of our studio is a proprietary multiplayer foundation: a custom lockstep networking engine, cross-platform deterministic physics system, and standalone dedicated server architecture designed to support up to 64 players and large numbers of physics-driven objects interacting within the same shared world in real time.

This foundation enables us to create games across a wide range of genres, including fast-paced arcade, sports, racing, fighting, RTS, MOBA, and large-scale party experiences. Players can run, collide, compete, cooperate, manipulate objects, trigger chain reactions, and reshape the match through dynamic interactions with both other players and the environment.

Lock Step Game Studio is building the technology foundation for multiplayer worlds filled with players, movement, collisions, dynamic objects, and unpredictable moments—where every interaction can influence the experience.

Unified Technology Stack

By developing a unified technology stack that improves with every project, we can build ambitious multiplayer games faster while maintaining the synchronization, performance, and reliability required to simulate dozens of players and many active physics bodies at once.

Native Unity & Standard C# Ecosystem

Our technology is built natively around Unity and standard C#, allowing us to use the familiar Unity development workflow without relying on custom scripting languages or separate simulation environments. This gives our team the freedom to prototype quickly, iterate on gameplay, and maintain deterministic behavior across supported platforms.

Lockstep Networking Technology

Our games are powered by an in-house deterministic lockstep networking system built for highly interactive, physics-based multiplayer experiences. It combines a custom networking layer, cross-platform deterministic physics, standard Unity C# development, and standalone authoritative servers into one reusable technology foundation.

One of the system’s main advantages is its ability to support up to 64 players alongside large numbers of active physics bodies interacting within the same shared world. Players can push, carry, throw, collide with, destroy, and trigger objects while those objects continue interacting with other players and the surrounding environment. This enables us to design multiplayer games in which physics is not merely a visual effect, but a central part of the gameplay.

How Deterministic Lockstep Works

Traditional multiplayer netcode commonly relies on state replication. The server repeatedly sends positions, rotations, velocities, animation states, and other updates for networked players and objects. As the number of players and physics bodies increases, the amount of state that must be transmitted can grow significantly.

Clients must then interpolate between updates and may use prediction to hide latency. When the predicted state differs from the server’s authoritative state, the client must apply corrections. In physics-heavy games, these corrections can appear as objects snapping, vehicles shifting position, collisions being reversed, or players seeing different outcomes.

Our lockstep system takes a different approach. Instead of continuously transmitting the state of every simulated object, each client and server runs the same simulation locally at a fixed tick rate. The network primarily exchanges compact player inputs and simulation commands. These commands are processed in the same order and on the same simulation tick by every connected machine.

When the simulation begins from the same state and receives the same ordered inputs, it produces the same result everywhere.

For example, when a player launches a physics object into a group of other objects, the network does not need to continuously transmit the position and velocity of every object involved in the resulting chain reaction. It synchronizes the command that initiated the action, and each machine independently calculates the collisions, forces, movement, and final outcome.

Enabling Highly Interactive Multiplayer Worlds

This approach allows bandwidth usage to remain tied more closely to the number of player inputs than to the total number of physics objects in the world.

That distinction is important for the types of games we are building. A single multiplayer match may contain:

  • Up to 64 players
  • Player-controlled characters and vehicles
  • Projectiles and physics-based weapons
  • Movable and throwable objects
  • Interactive environmental obstacles
  • Destructible or reactive objects
  • Large collision chains and cascading physics events

With traditional state replication, many of these objects may require frequent transform, velocity, and state updates. With deterministic lockstep, their behavior can be calculated locally after the initiating inputs have been synchronized.

This makes it practical to build highly interactive multiplayer games where dozens of players can manipulate the same physical environment at once. Instead of limiting physics interactions to reduce network traffic, we can make them a defining part of the experience.

Cross-Platform Deterministic Physics

Standard floating-point physics can produce slightly different results across processors, operating systems, compilers, and hardware platforms. Even a very small numerical difference can accumulate over thousands of simulation ticks and eventually cause two machines to disagree about the state of the game.

To prevent this, we are developing a cross-platform deterministic physics system designed to produce consistent results across supported platforms. Physics calculations, collision resolution, movement, gameplay logic, and simulation order are carefully controlled so that the same starting state and inputs produce the same outcome.

The system can also generate state hashes at selected simulation intervals. These hashes allow the server and clients to verify that they remain synchronized. If a machine diverges from the authoritative simulation, the difference can be detected and corrected before it develops into a larger gameplay problem.

Standalone Authoritative Servers

Our standalone servers participate in the same deterministic simulation as the players while remaining independent of the graphical Unity game client.

The server controls the official simulation timeline, validates player commands, maintains the authoritative game state, and ensures that all participants process inputs on the correct simulation ticks. This prevents any individual player from becoming the sole authority over a match.

Running the server as a standalone application also removes unnecessary rendering, audio, and client-side overhead. This produces a smaller and more efficient server process that is easier to deploy and scale across multiplayer sessions.

Minimal Bandwidth Usage

Traditional state replication may need to continually synchronize:

  • Player and vehicle transforms
  • Linear and angular velocities
  • Projectiles and pickup items
  • Movable environmental objects
  • Collision outcomes
  • Enemy and gameplay states
  • Destructible objects and chain reactions

Our lockstep system can reproduce many of these results locally. The network primarily carries player inputs, simulation commands, timing information, acknowledgements, and occasional synchronization or validation data.

This enables multiplayer worlds with many players and physics bodies without requiring every object’s complete state to be repeatedly transmitted. The result is a networking model designed for dense, physics-driven interaction while maintaining minimal bandwidth usage.

Built Directly for Unity and C#

Many deterministic networking solutions require developers to use a specialized simulation framework, restricted programming model, custom scripting language, or separate gameplay workflow.

Our technology is built around standard Unity and C#. This allows us to develop gameplay using familiar Unity projects, components, tools, and programming practices while still benefiting from deterministic simulation.

By keeping the technology integrated with our normal Unity workflow, we can prototype faster, reuse existing development knowledge, and improve the shared networking foundation with every game we build.

Designed for Physics-Based Multiplayer Games

Lockstep is not automatically the best networking model for every multiplayer game. Traditional snapshot replication remains effective for experiences that do not require large numbers of precisely synchronized interactions.

For the games we are building—including fast-paced arcade, racing, sports, fighting, RTS, MOBA, and large-scale party games—deterministic lockstep provides a strong technical advantage.

It allows us to build shared worlds where up to 64 players and many physics bodies can interact simultaneously. Players can collide, race, launch objects, trigger chain reactions, manipulate the environment, and directly influence one another through physics, all while remaining synchronized and using minimal bandwidth.

Projects Under Active Development

Coming Soon Status: Beta
Codename

Dino Blast

A multiplayer arcade platformer inspired by the classic game Snow Bros. Players use physics-driven snowballs to clear large groups of enemies from the screen by sending them rolling downhill.

The project demonstrates how effectively our lockstep networking system can synchronize physics and character interactions in a fast-paced multiplayer arcade game while using very little bandwidth.

Arcade Platformer
Coming Soon Status: Pre-Beta
Codename

Super Multiplayer Karts

A multiplayer kart-racing game featuring physics-based pickup weapons that players can use against other racers. It is inspired by the fast-paced and unpredictable gameplay of the Mario Kart series.

The game features up to 64 players and large numbers of physics bodies interacting within the same shared environment. The project demonstrates how our lockstep networking system can synchronize players, vehicles, weapons, collisions, and dynamic objects in a fast-paced, action-packed game while maintaining low bandwidth usage.

Kart Racing (64 Players)
Coming Soon Status: Pre-Alpha
Codename

ChameleonVerse Party + MMO

A multiplayer hide-and-seek game in which players camouflage their characters within a persistent online world. This is our most ambitious project to date.

The project demonstrates how lockstep networking can be integrated into a persistent world that supports players joining and leaving at different times. We are developing systems for late joining and world-state synchronization. Once a player has synchronized with the world, the game transitions to normal lockstep simulation, allowing players to interact with other characters and physics bodies while using minimal bandwidth.

Hide & Seek Party MMO

Core Studio Team

IG
Toronto, Canada

Ilyas G

Director and Game Designer

DS
Toronto, Canada

Mohammad Dawood S

C# Systems and Tools Programmer

KS
Toronto, Canada

Kholet S

Game Tester and Game Designer

AG
Toronto, Canada

Amid G

Game Market Analyst

AK
Guadalajara, Mexico

Aram K

Lead Game Artist

TK
Guadalajara, Mexico

Tellez K

Game Artist

Contact Us

Have a question about Lock Step Game Studio, our games, or the technology behind them? Feel free to get in touch.

We are always happy to hear from players, developers, and anyone interested in what we are building. Send us a message and we will respond as soon as we can.

Toronto, Canada