Case Study · Multiplayer Game Development

Cyberpunk CCG

A multiplayer collectible card game MVP built on a server-authoritative engine, with a deckbuilder, real-time matches, ranked play, tournaments, spectating, and replays.

IP belongs to © CD Projekt RED S.A. and WierdCO.

Game Development
Multiplayer
Game Engine
Real-Time Systems
WebSockets
Cloudflare
Cyberpunk multiplayer collectible card game

System Snapshot

Stage
Functional MVP in active development
Source Material
Physical card game ruleset
Game Core
Server-authoritative engine
Infrastructure
Cloudflare Workers, Durable Objects, D1, R2

The starting point

On the table, players make the game work. On screen, the system has to

We started with a tabletop card game we loved – tactical, unpredictable, and shaped by the way its cards interact. It led to a simple question: could the same game live online without losing the tension and rhythm of playing it around a table?

Answering it meant looking beneath the cards. Everything players handle naturally – turns, zones, costs, attacks, reactions, timing, and victory – had to become precise logic that a digital game could understand and enforce.

MATCH RUN // 00 / PLAYER ONLINE

Follow the Player. Watch the Game Come Alive

The player’s journey leads through their profile, collection, decks, social connections, competitive modes, and real-time matches, bringing them together into one continuous gameplay experience.

From authentication and deck selection to the final move, the last server update, and the result recorded in the player’s profile, we’ll reveal, step by step, the architecture that turns separate systems into a living multiplayer game.

Connection established. Let’s begin

Jackie Welles

“This is how you wanna cruise into the major leagues…”

Jackie Welles

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