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Custom backend engine and technical infrastructure

Scars of Honor describes its server technology as a custom-built backend solution rather than a standard Unreal Engine server implementation. The recording presents this as a foundational technical decision for supporting large-scale multiplayer play.

Critique of engine-only MMO backends

The recording argues that general-purpose game engines such as Unreal and Unity are built primarily for client-side game presentation rather than for large-scale MMO server architecture. In this view, relying on the engine itself as the core backend solution is not sufficient for a true MMORPG server stack.

A key point raised is that game engines are not designed as ideal backend environments for handling large numbers of concurrent players. This is used to explain why some long-running MMO projects are expected to struggle if they depend too heavily on engine-native server approaches.

Custom server engine

To address this, Scars of Honor states that it has built its own internal backend engine. The solution is described as being written in C++, with the claimed advantage of native performance and better scalability.

The custom approach is also framed as a way to avoid third-party multiplayer services that charge fees based on concurrent users. Those pricing models are described as potentially too expensive for a stable long-term MMO business.

Scale targets

At the time of the recording, the stated target is support for around 10,000 players on a server node. The exact architecture behind that figure is not detailed in the captions, but the number is presented as part of the game's server ambitions.

Internal tooling and asset workflows

The recording also references internal tooling beyond the backend itself. One example is an automated system for refitting armor from older character models onto newly rebuilt race models. This is shown during the dwarf-model discussion and presented as part of the studio's production pipeline.

The broader message is that Scars of Honor is building not only game content but also internal technical tools needed to support MMO-scale development and iteration.

Source

  • Recording: Druid Tank Concepts Review + First Time Runescape: Dragonwilds
  • YouTube: Watch on YouTube
  • Published: Sunday, August 3, 2025 at 9:31 PM UTC

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