Skybound is best known as a publisher behind The Walking Dead: The Final Season, the Invincible comic and animated series on Amazon Prime Video, and a long list of licensed games by outside studios.
Invincible VS is different. It's the first game Skybound built in-house, through Quarter Up, their Los Angeles-based development studio staffed by veterans of Killer Instinct, Naughty Dog, and Riot Games.It’s a 3v3 tag fighter based on one of the most recognizable IPs in comics and streaming, shipping cross-platform across PS5, Xbox, and Steam simultaneously on day one.
The IP carries real weight. Robert Kirkman's Invincible started as an Image Comics series in 2003, ran for 15 years, and then got a second life as an Amazon Prime Video animated series that's been running since 2021. By the time Invincible VS shipped, the show was deep into its fourth season. The audience was there. The stage was set for Invincible VS to bring them together.
What it actually took to get there - for a studio building in-house for the first time, on three platforms at once, with a small backend team - is what this story is about.
Building a competitive multiplayer game that ships cross-platform across PS5, Xbox, and Steam at the same time is a different problem than building one that ships on a single platform. Each platform has its own authentication model, session handling requirements, and platform-specific API behavior. And none of that is what makes the game good, it's just the cost of admission to ship on platforms.
On top of platform complexity, a 3v3 ranked fighter has specific backend demands. Every match result triggers a chain: player stats are updated, MMR is recalculated, ranked placements are processed, leaderboards are synced, and the next lobby is ready to form. All of it in the seconds between "match over" and the results screen. If that chain lags or breaks, players notice.
Building an equivalent backend with identity, matchmaking, sessions, cloud save, platform integrations for three ecosystems, and the ops layer to keep it all running would have required a substantial dedicated engineering effort before a single player touched the game. By building on AccelByte, Skybound was able to redirect that time and expertise toward the game itself.
And the build is only the start. Running it means hiring for it. A self-hosted backend at this scale typically requires 4-5 engineers just to keep the lights on -- covering infrastructure, maintenance, incident response, and the on-call rotation that a live game demands around the clock. That's a line item that compounds every year the game stays live, independent of whether the game is growing.
When Skybound's team was evaluating backend platforms for Invincible VS, the requirements were specific. They needed:
Full coverage of the standard multiplayer stack- identity, matchmaking, sessions, social, cloud save - with native integrations for all three platforms.
Something battle-tested, not something they'd be the first to stress at scale.
Flexibility to build game-specific logic without running their own infrastructure
A partner who would be available when things got hard.
The last point mattered more than it might seem. A backend platform that works well in testing and becomes a black box at launch isn't useful for a team of three beyond development. Skybound needed to know that if something unexpected happened during the beta or on launch, there would be someone on the other end of the line who understood the system and could help resolve it fast.
AccelByte Gaming Services (AGS) checked those boxes. The platform covered the full stack out of the box, had already been through real launches at scale, and with AccelByte Extend, they could write and deploy game-specific logic without owning additional infrastructure. What sealed it was the level of hands-on support AccelByte provides, both through the integration and live events.
Invincible VS’s core backend runs on AccelByte Gaming Services (AGS), our modular backend platform built for online and multiplayer games, organized into three modules:
Foundations, which covers the core services and backend customization.
Online, which handles cross-platform features like socials, and engagement.
Multiplayer, which covers matchmaking, sessions, server hosting and orchestration and lobby.
Unified Authentication and Identity: Provides a single player identity that bridges PS5, Xbox, and Steam. While players authenticate using their native platform credentials, they maintain a consistent profile and experience across all ecosystems.
Competitive Matchmaking: Powers both ranked and unranked queues by forming matches based on region, platform, and skill-based MMR brackets to handle everything from casual play to elite-tier competition.
Lobby and Session Control: Manages real-time session states for every active match. It supports custom lobbies for parties and groups, and includes robust reconnection logic to return players to their sessions after a disconnect.
Cross-Platform Social Systems: Unified social graph manages friend lists and player presence allowing players to see who is online and what they are playing, regardless of their hardware.
Persistent Cloud Saves: Player progression, customization data, preferences, and cosmetic unlocks are stored centrally ensuring data remains persistent and synced as players move between different platforms.
Platform Integration: Handles the complexities of native ecosystems, including PSN session syncing for PS5, Xbox Live integration, and Steam-specific authentication and entitlements.
For a multiplayer game, the default behaviors of a backend platform are just a starting point, not the finish line. What players experience in a ranked fighting game is specific to that game's design. Invincible VS needed that logic to live somewhere and they used AccelByte Extend for exactly that.
Extend is AccelByte's customization framework. It lets developers write game-specific backend logic in the languages they already use and deploy it on AccelByte's infrastructure without managing any of that infrastructure themselves. AGS handles the foundation, Extend handles what is specific to the game.
Skybound's team built the ranked match reconciliation system as an Extend app to address a specific challenge that comes with P2P multiplayer: preventing cheating and result tampering. Because match outcomes are determined client-side in a P2P architecture, the backend needs a way to validate that the results submitted by both game clients are consistent with each other before those results are accepted and processed.
The Extend app handles exactly that - it receives match outcome data from both sides, cross-validates the results, and only then triggers the downstream chain: updating player MMR, processing ranked placements, and syncing outcomes across the stats and leaderboard systems. It runs as a standalone service, communicates asynchronously, and scales independently of the core platform.
Skybound's team built the ranked match reconciliation system as an Extend app. Every time a match ends, the app processes the result, updates player MMR, handles ranked placement logic, and syncs the outcome across the stats and leaderboard systems. It runs as a standalone service, communicates asynchronously, and scales independently of the core platform.
Choosing a backend platform shapes more than just the architecture. For Skybound, it shaped what they were able to build, how fast they shipped, what they could focus on once the game was live, and what kind of support they had access to at every stage. Here is what that looked like in practice:
Time, cost, and revenue
Getting a game to market faster is not just an operational win, it is a financial one as well. Every month a title sits in development is a month of player acquisition, live service revenue, and community momentum that does not happen.
Instead of taking much longer for a dedicated backend team just for the build, Skybound went from backend kickoff to a live cross-platform multiplayer game across three platforms in 2.5 years, saving that amount of dedicated engineering costs before a single player touched the game.
Flexibility and compatibility
A backend platform that enforces rigid defaults limits a game's potential. With AccelByte Extend, Skybound tailored game logic to their specific design requirements rather than adapting to platform assumptions. This flexibility proved essential for running the game after launch.
That flexibility extends to external systems as well, supporting studio-specific choices. For Invincible VS, AccelByte’s TURN Manager seamlessly handled relay server assignment and credentials for its peer-to-peer networking model. The platform is built to integrate with existing networking models and third-party tools, not replace them.
Support from day one, not just during beta or launch
The support started at integration, not beta. AccelByte's Solutions Engineering team helped build the initial version of the Match Arbitrator service, partnered with Skybound on QA, and worked directly with the team to load test the custom Extend app—identifying bottlenecks and recommending improvements before launch. Throughout development, Skybound had a dedicated Slack channel with direct access to the engineers who built the platform, enabling rapid collaboration on integration questions, platform certification across PlayStation, Xbox, and Steam, and the inevitable edge cases that arise during development.
That partnership continued through live operations. During both the 79-hour open beta and the 72-hour global launch, AccelByte's LiveOps team provided around-the-clock monitoring and worked closely with Skybound to investigate and resolve issues as they emerged. The beta also surfaced valuable operational insights that informed several targeted improvements ahead of launch. As a result, the global launch completed with 99.998% uptime, no major platform outages, and more than 600 million backend requests processed over the course of the event.
More time for building the game
A small group of backend engineers shipped cross-platform multiplayer across platforms. The reason that was possible is not that the problem was simple, it is that the standard parts of it were already solved.
Platform certifications, the ops layer, infrastructure scaling, and on-call rotation, none of that was on Skybound's backend team's plate. They spent their time on the ranked system, the match reconciliation logic, the lobby experience - the pieces players interact with every time they play.
That is where the engineering investment went, and it shows in how the game plays. Reviews consistently singled out the online experience and netcode as a strength, not a caveat.
With the backend integrated and the game in final pre-release preparation, the next step was finding out how it held up under real conditions. Internal testing tells you a lot but doesn’t tell you what happens when hundreds of thousands of players show up at the same time across platforms. Three weeks before launch, Skybound ran a 79-hour open beta across PlayStation and Xbox to get that answer.
The open beta was not just a test, it fed directly into launch. Matchmaking proximity rules were tightened, the reconciliator was rebuilt with a multi-threaded processing model that increased its throughput by 16x, and platform-specific configurations for PSN and Xbox were adjusted based on how they behaved under real player load. When launch day arrived, the backend had already been stress-tested, fixed where it needed to be, and validated at genuine scale.
Invincible VS went live simultaneously on PS5, Xbox, and Steam on April 30, 2026. The launch validated the work Skybound and AccelByte had done through integration, beta testing, and final pre-release improvements.
The improvements from the beta showed up immediately in the matchmaking data. Expired tickets for players waiting to be matched, dropped from 2.4% to 0. Weighted average matchmaking latency improved 20.3%, with 91% of all matches happening in home regions at under 50ms.
Get the same identity, matchmaking, and Extend customization layer that took Invincible VS from backend kickoff to a three-platform launch in 2.5 years. AGS public cloud is completely free during development until you hit 30 concurrent users, plus a 90-day free trial if your game is already live. If you'd rather want a walkthrough first, let's talk!
There is a clear path to AccelByte Private Cloud if your studio needs data sovereignty, specific infrastructure requirements, or enterprise-level control.