The fact that we only had to port the game to the latest-gen consoles made the task much easier. The bulk of the work went as smoothly as it could have, especially thanks to the clear communication between us, the developer, and the publisher.
When it came to matchmaking, we ran into problems with desynchronization between clients. After trying a variety of solutions, like increasing the data sync frequency or using alternative subsystem APIs, we manage to find an easy fix with the help of the great people working server-side.
Due to the lack of Unreal Engine’s Online Subsystem API calls, we got in deep and added custom functionalities from the native side.
Lastly, another big challenge came from using Accelbyte as the cross-platform matchmaking solution. Syncing natively blocked user lists along with Accelbyte block lists proposed a long list of potentially bad scenarios. However, we managed to cover even the most unlikely of edge cases to find the right system callbacks that allowed for flawless list syncing.
In the end, Deceive Inc. was one of our favorite multiplayer games to work on. We learned a lot while working hard to bring gamers the intense and clever spy thriller action even the biggest blockbusters couldn’t scoff at.
Now you can delve into the world of sabotage, spycraft, and assassination yourself on PC, Xbox Series X and S, and PlayStation 5.