Commerce & Consumer

Gaming.

Backends that hold up when the game gets popular.

Drema builds the backend and platform side of games: accounts, matchmaking, leaderboards, in-game economies, live-ops tooling and anti-cheat. We are not a game studio — we build the services a studio needs so its engineers can stay focused on the game itself.

See use cases
The problem

What this sector
actually deals with.

The game works and the backend does not scale. Leaderboards are trivially cheatable. The economy inflates because nobody modelled sinks against sources. Live-ops changes require an app release, so events cannot be run responsively.

The starting point for most gaming engagements
What we build

Systems this sector
keeps needing.

The parts of a gaming platform that carry the weight. Not everything at once — we build the one that unblocks you first.

01

Player accounts and progression

Identity, saves and cross-device progression that survives reinstalls.

02

Matchmaking and sessions

Skill-based matching with queue times that stay tolerable at low population.

03

Leaderboards and tournaments

Server-authoritative scoring resistant to client tampering.

04

In-app economy

Currencies, purchases and entitlements with sinks modelled against sources.

05

Live-ops tooling

Events, rewards and configuration changed remotely without an app release.

Use cases

Where the work
pays for itself.

The problems gaming teams bring us most often. If one of these is costing you money today, it is worth a conversation.

01

Multiplayer infrastructure

Sessions, state and reconnection for real-time or turn-based play.

02

Live events

Running time-limited content without shipping a build.

03

Anti-cheat

Server authority and anomaly detection on progression and scores.

04

Player analytics

Funnels, retention cohorts and monetisation by segment.

Not on this list? Sector problems rarely fit a template — tell us yours.

Constraints

What shapes a build
in this sector.

These are the things a generalist team discovers late and prices badly. We design around them from the first week.

  • Store rules for in-app purchases and loot mechanics
  • Age rating and children's data obligations
  • Latency budgets for real-time play
  • Cost per active user at scale
FAQ

Gaming
questions.

Straight answers, including where we are not the right team.

Do you build games?

No. We build the backend and platform services around them — accounts, matchmaking, economy, live-ops, analytics. If you need gameplay or engine work, we are not the right team and will say so.

How do you prevent cheating?

Server-authoritative scoring is the foundation: anything the client can calculate, the client can fake. On top of that, anomaly detection on progression rates and score distributions to catch what authority alone does not.

Can you handle a launch spike?

Yes, with autoscaling, queueing and load shedding designed in, plus load testing at multiples of expected launch traffic. Launch is the one moment you cannot ask for a second chance.

How do you keep infrastructure costs sane?

By measuring cost per active user from day one and designing session and state handling around it. Games that scale into unprofitability usually did not instrument this until it was already a problem.

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Building for gaming?

Bring the problem as it actually is, constraints included.You will get a straight answer on whether we are the right team.

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