Throne Wars
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TECH STACK

Built for Performance & Scale

Throne Wars is built entirely in TypeScript across the full stack.

KINGDOM ARCHITECTURE

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SERVER

A Node.js server runs the game simulation at 20 ticks per second. It handles all game logic — unit movement, combat, abilities, and win conditions.

Responsibility:

  • •Game simulation & logic
  • •Unit pathfinding & movement
  • •Combat calculations
  • •Ability resolution
  • •Win condition detection
  • •State broadcasting

Hosting: DigitalOcean

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CLIENT

A browser-based spectator built with Phaser 3. It connects to the server via WebSocket, receives game state 20 times per second, and renders everything you see.

Responsibility:

  • •Real-time rendering
  • •WebSocket communication
  • •State display & UI
  • •Camera management
  • •User input handling
  • •NO game logic

Framework: Phaser 3 • Language: TypeScript

PERSISTENT REALM

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DATABASE

PostgreSQL stores all persistent kingdom data, ensuring data integrity and scalability.

Player Accounts

  • •Unique account identifiers
  • •Account creation & sessions
  • •Player profiles & stats

Rankings & Progression

  • •MMR (Ranked rating)
  • •Honor levels & ranks
  • •Season records

Match History

  • •Complete match records
  • •Game duration & outcome
  • •Player performance data

Economy & Cosmetics

  • •Silver balance tracking
  • •Owned cosmetics & skins
  • •Purchase history

KINGDOM GATEWAY

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FRONTEND HOSTING

The front-end website and splash pages are hosted on Vercel, providing global edge distribution, automatic deployments, and optimal performance worldwide.

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Global CDN

Content delivered from edge servers worldwide

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Automatic Deployments

Instant updates on every commit

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Next.js Framework

Server-side rendering and static generation

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TypeScript Support

Full type safety across the entire codebase

GAME SERVER INFRASTRUCTURE

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GAME SERVER

The game server runs on DigitalOcean, handling the real-time simulation of all active matches with server authority to ensure integrity and prevent cheating.

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Server Authority

All game logic runs exclusively on server—clients cannot modify state

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20 Hz Tick Rate

Consistent 50ms simulation updates for smooth, synchronized gameplay

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WebSocket Communication

Real-time bidirectional connection for instant state updates and input processing

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Scalable Infrastructure

Capable of handling multiple concurrent match instances

TECHNOLOGY SUMMARY

LANGUAGE

TypeScript

Full-stack type safety

ARCHITECTURE

Client-Server

Server authority + spectator client

SIMULATION

20 Hz

50ms tick updates

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ENTER BATTLE