Mobile Game Async Multiplayer Development

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile Game Async Multiplayer Development
Medium
~1-2 weeks
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Asynchronous Multiplayer Development for Mobile Games

Async multiplayer—turn-based variant where both players are not online simultaneously. Classic examples: Words with Friends, Clash Royale Trophy Road with replay attacks, any "move per day" format. Player makes move, data goes to server, opponent logs in hours later and sees updated state.

State Storage and Versioning

Each move—database transaction. Record structure: game_id, move_number, player_id, action_payload (JSON), timestamp, resulting_state_hash. State hash after each move detects divergence: client recalculates hash and compares with server. If mismatch—request full snapshot.

Event sourcing works better than just storing current state: can restore any game moment, implement replay, audit, and rollback on logic bugs.

Sync via Polling and WebSocket

On session start, client does GET /game/{id}/state and gets current state with version number. Two notification variants: polling every 30-60 sec or WebSocket/SSE when app open + push when closed.

Polling simpler but loads server. Better: WebSocket on open with game_state_updated events. When closed—FCM/APNs push. On push receive—client opens game and does GET /game/{id}/state?since_version={lastKnown}—gets only changes since last known version.

Offline-First UX

User moves without internet—move saves locally and sends when connection recovers. On Android—WorkManager with NetworkType.CONNECTED: task executes when internet available, even if app closed.

val constraints = Constraints.Builder()
    .setRequiredNetworkType(NetworkType.CONNECTED)
    .build()

val submitMoveRequest = OneTimeWorkRequestBuilder<SubmitMoveWorker>()
    .setConstraints(constraints)
    .setInputData(workDataOf("move_payload" to moveJson))
    .setBackoffCriteria(BackoffPolicy.EXPONENTIAL, 30, TimeUnit.SECONDS)
    .build()

WorkManager.getInstance(context).enqueue(submitMoveRequest)

On iOS—BGProcessingTask with requiresNetworkConnectivity = true. Move saves in Core Data, task sends at first opportunity.

Conflicts: if both players somehow send move simultaneously (client bug), server accepts only first by timestamp and returns error to second with current state.

Timeline

Basic async system for 2 players with event sourcing, offline-first, and push notifications: 2-4 weeks. Cost calculated individually after game mechanic analysis.