RuneScape’s Jagex is the latest MMORPG studio to employ Improbable’s SpatialOS


Add another gaming studio partnership to Improbable’s file: RuneScape developer Jagex announced today that it’s teamed up with the tech company to deploy SpatialOS in “future game production.” SpatialOS, you’ll recall, is a “distributed computing platform for building large virtual worlds for gaming.”

Improbable has been showing up in our feeds a lot lately. Earlier this month, the company picked up a cool half-billion bucks in investment from a Japanese telecommunications corporation. SpatialOS is being used on a number of up-and-coming MMO-related projects, including Identity, Worlds Adrift, Chronicles of Elyria, and Metaworld. Oh yeah, and it’s partnered with some company called Google for cloud distribution – probably no big deal, right?

The PR doesn’t directly say that RuneScape itself will make use of the tech, just that it’ll be used as a platform to “bring new levels of depth and scale to Jagex’s future creations.”

Earlier this week, a studio rep apparently accidentally leaked a stream slide with the logo for something called “Next Gen,” which also may or may not be RuneScape-related as we outlined Monday.

Source: Press release

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Ket Viliano

I hate to have to be the one to break the news, but database technology is not generic, and based on what you want your game to do, there are trade offs in performance that should effect game design. It is not possible to design one perfect database backend for all needs. There is simply more than one way to do anything you might want to do, and each possible solution has its own limitations.

Improbable has absolutely no new technology, no patents, and is nothing more than a front end to google cloud at this point.

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I know this is an old post, but I figured I would clear up this comment as it is completely wrong.

SpatialOS has absolutely *nothing* to do with a database, and to store data you need to create your own database/service separately. So your “there is no one perfect database” is completely correct, as you need to design your own and the update frequency/transactions.

Secondly the platform is built on some great technology, which is dynamic load balancing of headless servers for UE4, Unity, and custom engines. In this way you are able to build your game using engine workers, and have SpatialOS load balance and spin up workers dynamically in order to split the continuous world into server components that can talk to each other across the boundaries. With this type of dynamic load balancing you are able to run any type of simulation and if a few hundred players decide to gather you don’t have to worry about the load balancing as that is exactly what Spatial does.

There are obviously a ton of other features such as persisting snapshots in case a worker goes down or has an issue, so that a new or existing worker can spin up and immediately have access to the data. So imagine part of the world is using two worker servers covering different parts of the world, and one server has hardware issues or some other VM problem, it will persist state and the existing worker might take some load temporarily, and another worker comes online to take over and load balances once again.

As a game developer I love the tech.


Seems like they need to change their name because it’s *probable* that they’ll be widely used by MMO’s as the back-end platform of choice for building new games in a few years unless some competitor shows up to take them on. This technology is pretty exciting as it means game developers can spend less time re-inventing the back-end wheel for large scale MMO’s and more time focusing on making the games fun and interesting.


Yeah, finally! You can see how much Star Citizen had to deal with the CryEngine to be reshaped to their needs! They even needed to hire former Crytech staff for that!