is a new physics-based party brawler set on carving out a niche in a crowded market, and there's one element in particular that could help give it an edge. Developed by Lightfox Games and published by Mad Mushroom, the publishing label of creator group OTK, is angling in part to hook streamers and their audiences into the game. Finding success in this area can be something of a gamble, but Lightfox isn't leaving the prospect entirely up to chance.
Content creators can make use of a stream queue system in , which offers a couple different ways to reliably queue an audience into games without having to empty out lobbies or rely on a constant scramble to join. Large lobbies can either be admitted to 20-person games in sequence or inserted at random, potentially eliminating major headaches that are often more or less the standard. In an interview with, Lightfox Games COO Jordan Arnold revealed just how big this system can scale, establishing that the team has tested it to support enormous queues of players.
Jordan Arnold: [W]e've tested the technical limitation to, like, tens of thousands of live connections. So you can have the biggest stream in the world with tens of thousands of live people waiting to play.
Tens of thousands is a big claim to make, but Lightfox seems confident that the tech behind is well-equipped to handle major challenges. It's also gunning for seamless cross-platform play and progression across the current platforms of PC, iOS, and Android, with the potential for console releases in the future. The real stress test comes with the official launch of the game, and if everything is working as well as intended, the simplicity of these features could be a major draw for
Lightfox's collaboration with Mad Mushroom has already given some of OTK's high-profile streamers an opportunity to try out with viewers in playtests, and it seems likely that this approach to marketing will continue after launch. The team is also interested in potential
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