Live and multiplayer

Everyone in the room at once.

Live events for thousands, shared spaces where everyone sees the same thing at the same moment, and voice, video and co-editing inside your own product. Built to hold when everyone arrives at once.

You know the feeling.

The launch event froze when everyone joined. The team collaborates in five tools because your product has none of that inside it. The class, the auction, the concert, the game: the moment that matters is the moment the most people are there, and that is exactly when ordinary software gives up.

What changes

01

It holds under the spike

Tested with thousands of simulated users before the first real one.

02

Everyone sees the same thing

One source of truth, so no two people are in different worlds.

03

Voice and video belong to you

Calls, stages and screen share inside your product, with your sign-in and your rules.

04

Collaboration without leaving

Cursors, co-editing, comments and presence added to what you already have.

05

It's near your people

Servers by region, latency measured and reported.

What you get

01

Live event platform

Thousands watching and reacting, with chat, polls and a stage, and the server built for the peak.

02

Shared rooms and worlds

Many people in one space, 2D or 3D, with the state kept in sync.

03

Collaboration layer

Presence, co-editing and comments inside your product.

04

Voice and video

Calls, stages and recording with consent, on WebRTC.

05

Streaming

Low-latency video and data to browsers and apps, by region.

06

Presence and chat

Who's here, who's typing, what changed, in milliseconds.

Three ways this goes

01

An education company in Bengaluru

Live classes for two thousand students on a platform that fell over at four hundred. Rebuilt for the peak, with the teacher's video, the whiteboard and the chat in sync across India.

02

A design software company in Stockholm

Customers exported files to collaborate elsewhere. Presence, cursors and comments added inside the product; teams stopped leaving it.

03

An auction house in Dubai

Bidders in six countries, a stream that lagged, bids that arrived late. Low-latency video and an authoritative bid server; every bidder sees the same hammer at the same moment.

How it works

01

The call

How many people, doing what, where in the world, and what must never break.

02

The prototype

Two weeks: fifty people in one room, live, on your real use.

03

Built for the number you give us

Architecture chosen for the peak, not the average.

04

Load-tested

Thousands of simulated users before the first event.

05

Run

Monitoring, on-call during events, capacity planned before each one.

Proof you can check

Ask for the load-test report of anything we've run: the number of users, the latency per region, and where it broke in testing before we fixed it.

Built with WebRTC and WebSockets, Rust and Go, Redis and PostgreSQL.

Questions buyers ask

How many people can be in one room?

Fifty in a voice room, thousands in a live event, millions watching a stream. The architecture is chosen for the number you give us.

What latency should we expect?

Tens of milliseconds within a region for shared state, under half a second for video, measured and reported.

Can this be added to our existing product?

Yes. It's built as a layer on your application with your sign-in.

What about recording and privacy?

Recording only with consent, stored where you choose, with retention rules per country.

Do you run it during events?

Yes, with a named engineer on call and capacity planned ahead.

Tell us what you need built.

An engineer reads it and replies within minutes, in your language. Every project starts with a two-week prototype at a flat price.

Live events, shared spaces and collaboration inside your product — eORB