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Server technology and internal tooling

Scars of Honor is described as using proprietary server technology developed by the studio. This technical foundation is presented as important both for performance and for the game’s free-to-play business model.

Proprietary server stack

The recording states that the studio has developed its own server technology, described as a proprietary engine or server solution. This is said to allow stronger optimization and to support a target of roughly 10,000 active concurrent players on a single realm at one time without major lag.

Another claimed advantage is cost structure: the studio says it does not pay per concurrent user in the way some hosted solutions would require. This is presented as one reason the game can pursue a free-to-play model.

Internal content tools

Quest production is identified as an area where better internal tools are needed. The stated goal is to improve the toolset for the quest team so that new content can be created more easily and efficiently.

Development workflow and testing usage

Morning Pass is described not only as a battleground, but also as a practical testing environment for class feel, spell behavior, and balance in newer builds. Dungeons are likewise being used to test pacing, UX clarity, and encounter flow.

The overall picture is of a project using live game systems as testbeds while continuing to refine both the player-facing experience and the internal tools needed to build content at scale.

Source

  • Recording: Scars OF Honor - Game Feature discussion, what SoH will be like?
  • YouTube: Watch on YouTube
  • Published: Sunday, February 8, 2026 at 9:06 PM UTC

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